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public final void renderBillboards(Billboard billboard, Vector3f renderPositions[], GLColor renderColors[], int start, int numBillboards) { gl.glClientActiveTexture(GL_TEXTURE0); gl.glEnable(GL_TEXTURE_2D); gl.glEnableClientState(GL_VERTEX_ARRAY); gl.glEnableClientState(GL_TEXTURE_COORD_ARRAY); gl.glBlendFunc(billboard.blendSource, billboard.blendDest); gl.glBindTexture(GL_TEXTURE_2D, billboard.texture.id); gl.glDepthMask(false); gl.glEnable(GL_BLEND); gl.glVertexPointer(3, GL_FLOAT, 0, billboard.vertexBuffer.getReadBuffer()); gl.glTexCoordPointer(2, GL_FLOAT, 0, billboard.textureBuffer.getReadBuffer()); for (int cntr = start, end = start + numBillboards; cntr < end ; cntr++) { GLColor color = renderColors[cntr]; gl.glColor4f(color.red, color.green, color.blue, color.alpha); gl.glPushMatrix(); gl.glMultMatrixf(VectorMath.getInverseMatrix(matrixFloatArray, billboard.eyePosition, renderPositions[cntr]), 0); gl.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); gl.glPopMatrix(); } gl.glColor4f(1, 1, 1, 1); gl.glDisable(GL_BLEND); gl.glDepthMask(true); gl.glDisable(GL_TEXTURE_2D); gl.glDisableClientState(GL_VERTEX_ARRAY); gl.glDisableClientState(GL_TEXTURE_COORD_ARRAY); }