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public final void renderBillboardsQuick(Billboard billboard, Vector3f renderPositions[], 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()); // Get the inverse matrix from the 1st billboard position VectorMath.getInverseMatrix(matrixFloatArray, billboard.eyePosition, renderPositions[start]); for (int cntr = start, end = start + numBillboards; cntr < end ; cntr++) { gl.glPushMatrix(); Vector3f position = renderPositions[cntr]; matrixFloatArray[12] = position.x; matrixFloatArray[13] = position.y; matrixFloatArray[14] = position.z; gl.glMultMatrixf(matrixFloatArray, 0); gl.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); gl.glPopMatrix(); } gl.glDisable(GL_BLEND); gl.glDepthMask(true); gl.glDisable(GL_TEXTURE_2D); gl.glDisableClientState(GL_VERTEX_ARRAY); gl.glDisableClientState(GL_TEXTURE_COORD_ARRAY); }