Java Code Examples for org.lwjgl.opengl.GL11#glPointSize()

The following examples show how to use org.lwjgl.opengl.GL11#glPointSize() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: OpenGLRendererPrimitives20.java    From ldparteditor with MIT License 7 votes vote down vote up
/**
 * Initializes the Scene and gives OpenGL-Hints
 */
@Override
public void init() {
    // MARK OpenGL Hints and Initialization
    GL11.glDepthMask(true);
    GL11.glEnable(GL11.GL_DEPTH_TEST);

    GL11.glEnable(GL11.GL_TEXTURE_2D);

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    GL11.glDepthFunc(GL11.GL_LESS);
    GL11.glEnable(GL11.GL_STENCIL_TEST);
    GL11.glClearDepth(1.0f);
    GL11.glClearColor(View.primitive_background_Colour_r[0], View.primitive_background_Colour_g[0], View.primitive_background_Colour_b[0], 1.0f);

    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    GL11.glPointSize(4);

    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glEnable(GL11.GL_NORMALIZE);

    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
}
 
Example 2
Source File: RocketRenderHelper.java    From AdvancedRocketry with MIT License 5 votes vote down vote up
public static void renderPositionAlongOrbit(double x, double y, double z, double xRadius, double yRadius, double phase, double xOffset, double yOffset) {
	GL11.glPointSize(200/(float)(Math.pow(x - 0.5 - xOffset, 2) + Math.pow(y - yOffset - 0.5, 2) + Math.pow(z - 0.5, 2)));
	GL11.glBegin(GL11.GL_POINTS);
	
	GL11.glVertex3d(xOffset + 0.5 + xRadius*Math.cos((Math.PI*phase)/180)/2.2, yOffset - 0.5 + yRadius*Math.sin((Math.PI*phase)/180)/2.2, 0);
	GL11.glEnd();
}
 
Example 3
Source File: UnitGrid.java    From tribaltrouble with GNU General Public License v2.0 5 votes vote down vote up
public final void debugRenderRegions(float landscape_x, float landscape_y) {
	int RADIUS = 30;
	int center_x = toGridCoordinate(landscape_x);
	int center_y = toGridCoordinate(landscape_y);
	int start_x = StrictMath.max(0, center_x - RADIUS);
	int end_x = StrictMath.min(occupants.length - 0, center_x + RADIUS);
	int start_y = StrictMath.max(0, center_y - RADIUS);
	int end_y = StrictMath.min(occupants.length - 0, center_y + RADIUS);
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	GL11.glPointSize(3f);
	GL11.glBegin(GL11.GL_POINTS);
	Region last_region = null;
	for (int y = start_y; y < end_y; y++)
		for (int x = start_x; x < end_x; x++) {
			float xf = coordinateFromGrid(x);
			float yf = coordinateFromGrid(y);
			Region region = getRegion(x, y);
			if (region == null) {
				GL11.glColor3f(1f, 0f, 0f);
			} else {
				last_region = region;
				DebugRender.setColor(region.hashCode());
			}
			GL11.glVertex3f(xf, yf, heightmap.getNearestHeight(xf, yf) + 2f);
		}
	GL11.glEnd();
	GL11.glBegin(GL11.GL_LINES);
	GL11.glColor3f(1f, 0f, 0f);
	if (last_region != null) {
		last_region.debugRenderConnections(heightmap);
		last_region.debugRenderConnectionsReset();
	}
	GL11.glEnd();
	GL11.glEnable(GL11.GL_TEXTURE_2D);
}
 
Example 4
Source File: Renderer.java    From tribaltrouble with GNU General Public License v2.0 5 votes vote down vote up
public final static void initGL() {
		VBO.releaseAll();
		GL11.glFrontFace(GL11.GL_CCW);
		GL11.glCullFace(GL11.GL_BACK);
		GL11.glEnable(GL11.GL_CULL_FACE); 
		GL11.glPixelStorei(GL11.GL_PACK_ROW_LENGTH, 0);
		GL11.glPixelStorei(GL11.GL_PACK_SKIP_PIXELS, 0);
		GL11.glPixelStorei(GL11.GL_PACK_SKIP_ROWS, 0);
		GL11.glPixelStorei(GL11.GL_PACK_ALIGNMENT, 1);
		GL11.glPixelStorei(GL11.GL_PACK_SWAP_BYTES, 0);

		GL11.glPixelStorei(GL11.GL_UNPACK_ROW_LENGTH, 0);
		GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_PIXELS, 0);
		GL11.glPixelStorei(GL11.GL_UNPACK_SKIP_ROWS, 0);
		GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
		GL11.glPixelStorei(GL11.GL_UNPACK_SWAP_BYTES, 0);
		GL11.glEnable(GL11.GL_DEPTH_TEST);
		GL11.glDepthFunc(GL11.GL_LEQUAL);
		GL11.glShadeModel(GL11.GL_SMOOTH);
//		GL11.glAlphaFunc(GL11.GL_GREATER, Globals.ALPHA_CUTOFF);
		// Setup landscape texture coordinate gen
		GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
		GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
		GL11.glEnable(GL11.GL_TEXTURE_2D);
		GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_REPLACE);
		GLState.activeTexture(GL13.GL_TEXTURE1);
		GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_DECAL);
		GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
		GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL11.GL_OBJECT_LINEAR);
		GLState.activeTexture(GL13.GL_TEXTURE0);
		GL11.glMatrixMode(GL11.GL_MODELVIEW);

		GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

		GL11.glPointSize(7.0f);
		clearScreen();
		GL11.glClearDepth(1.0);
	}
 
Example 5
Source File: Picker.java    From tribaltrouble with GNU General Public License v2.0 5 votes vote down vote up
public final void debugRender() {
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	GL11.glPointSize(10f);
	GL11.glColor3f(1.0f, 1.0f, 1.0f);
	GL11.glBegin(GL11.GL_POINTS);
	GL11.glVertex3f(patch_hit_x, patch_hit_y, patch_hit_z);
	GL11.glEnd();
	GL11.glEnable(GL11.GL_TEXTURE_2D);
}
 
Example 6
Source File: DebugRender.java    From tribaltrouble with GNU General Public License v2.0 5 votes vote down vote up
public final static void drawPoint(float x, float y, float z, float size, float r, float g, float b) {
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	GL11.glColor3f(r, g, b);
	GL11.glPointSize(size);
	GL11.glBegin(GL11.GL_LINES);
	GL11.glVertex3f(x, y, z);
	GL11.glEnd();
	GL11.glEnable(GL11.GL_TEXTURE_2D);
}
 
Example 7
Source File: RenderState.java    From OpenPeripheral-Addons with MIT License 5 votes vote down vote up
public void forceKnownState() {
	GL11.glDisable(GL11.GL_LIGHTING);
	this.lighting = false;

	GL11.glDisable(GL11.GL_ALPHA_TEST);
	this.alphaTest = false;

	GL11.glDisable(GL11.GL_TEXTURE_2D);
	this.texture = false;

	GL11.glDisable(GL11.GL_DEPTH_TEST);
	this.depthTest = false;

	GL11.glEnable(GL11.GL_BLEND);
	this.blend = true;

	this.blendDst = GL11.GL_ONE_MINUS_SRC_ALPHA;
	this.blendSrc = GL11.GL_SRC_ALPHA;
	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

	GL11.glDisable(GL11.GL_CULL_FACE);
	this.cullFace = false;

	GL11.glPointSize(1.0f);
	this.pointSize = 1.0f;

	GL11.glLineWidth(1.0f);
	this.lineWidth = 1.0f;
}
 
Example 8
Source File: ClientEventHandler.java    From Signals with GNU General Public License v3.0 4 votes vote down vote up
@SubscribeEvent
public void onWorldRender(RenderWorldLastEvent event){
    Tessellator t = Tessellator.getInstance();
    BufferBuilder b = t.getBuffer();

    EntityPlayer player = Minecraft.getMinecraft().player;
    if(!shouldRender()) return;

    double playerX = player.prevPosX + (player.posX - player.prevPosX) * event.getPartialTicks();
    double playerY = player.prevPosY + (player.posY - player.prevPosY) * event.getPartialTicks();
    double playerZ = player.prevPosZ + (player.posZ - player.prevPosZ) * event.getPartialTicks();
    int dimensionID = player.world.provider.getDimension();
    GL11.glPushMatrix();
    GL11.glTranslated(-playerX, -playerY, -playerZ);

    GL11.glPointSize(10);

    GlStateManager.disableTexture2D();
    GlStateManager.disableLighting();
    b.setTranslation(0, 0, 0);

    NetworkVisualizationSettings visualizationSettings = player.isSneaking() ? SignalsConfig.client.networkVisualization.sneaking : SignalsConfig.client.networkVisualization.notSneaking;
    switch(visualizationSettings.renderType){
        case EDGES:
            edgeRenderer.render(dimensionID, b);
            break;
        case PATHS:
            pathRenderer.render(dimensionID, b);
            break;
        case SECTION:
            blockSectionRenderer.render(dimensionID, b);
            break;
    }
    //claimRenderer.render(b);
    if(visualizationSettings.renderDirectionality) {
        directionalityRenderer.render(dimensionID, b);
    }

    b.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION_COLOR);

    List<NetworkStation<MCPos>> stations = RailNetworkManager.getClientInstance().getNetwork().railObjects.getStations();
    for(int i = 0; i < stations.size(); i++) {
        NetworkStation<MCPos> station1 = stations.get(i);
        if(station1.getPos().getDimID() != dimensionID) continue;
        for(int j = 0; j < i; j++) {
            NetworkStation<MCPos> station2 = stations.get(j);
            if(station2.getPos().getDimID() != dimensionID) continue;

            if(station1.stationName.equals(station2.stationName) && station1.getPos().getDimID() == station2.getPos().getDimID()) {
                drawBetween(b, station1.getPos().getPos(), station2.getPos().getPos(), 1, 0, 1, 0, 1);
            }
        }
    }

    t.draw();

    GlStateManager.enableTexture2D();
    GlStateManager.enableLighting();
    GL11.glPopMatrix();
}
 
Example 9
Source File: RenderHelper.java    From BoundingBoxOutlineReloaded with MIT License 4 votes vote down vote up
public static void pointSize5() {
    GL11.glPointSize(5);
}
 
Example 10
Source File: OpenGLRenderer33.java    From ldparteditor with MIT License 4 votes vote down vote up
@Override
public void init() {

    if (shaderProgram.isDefault()) shaderProgram = new GLShader("renderer.vert", "renderer.frag"); //$NON-NLS-1$ //$NON-NLS-2$
    if (shaderProgram2.isDefault()) shaderProgram2 = new GLShader("primitive.vert", "primitive.frag"); //$NON-NLS-1$ //$NON-NLS-2$
    if (shaderProgram2D.isDefault()) shaderProgram2D = new GLShader("2D.vert", "2D.frag"); //$NON-NLS-1$ //$NON-NLS-2$
    if (shaderProgramCondline.isDefault()) shaderProgramCondline = new GLShader("condline.vert", "condline.frag"); //$NON-NLS-1$ //$NON-NLS-2$

    shaderProgramCondline.use();

    GL20.glUniform1f(shaderProgramCondline.getUniformLocation("showAll"), c3d.getLineMode() == 1 ? 1f : 0f); //$NON-NLS-1$
    GL20.glUniform1f(shaderProgramCondline.getUniformLocation("condlineMode"), c3d.getRenderMode() == 6 ? 1f : 0f); //$NON-NLS-1$

    stack.setShader(shaderProgram);
    shaderProgram.use();
    shaderProgram.texmapOff();

    {
        GL20.glUniform1f(shaderProgram.getUniformLocation("l0_r"), View.light1_Colour_r[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l0_g"), View.light1_Colour_g[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l0_b"), View.light1_Colour_b[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l0s_r"), View.light1_specular_Colour_r[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l0s_g"), View.light1_specular_Colour_g[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l0s_b"), View.light1_specular_Colour_b[0]); //$NON-NLS-1$

        GL20.glUniform1f(shaderProgram.getUniformLocation("l1_r"), View.light2_Colour_r[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l1_g"), View.light2_Colour_g[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l1_b"), View.light2_Colour_b[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l1s_r"), View.light2_specular_Colour_r[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l1s_g"), View.light2_specular_Colour_g[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l1s_b"), View.light2_specular_Colour_b[0]); //$NON-NLS-1$

        GL20.glUniform1f(shaderProgram.getUniformLocation("l2_r"), View.light3_Colour_r[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l2_g"), View.light3_Colour_g[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l2_b"), View.light3_Colour_b[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l2s_r"), View.light3_specular_Colour_r[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l2s_g"), View.light3_specular_Colour_g[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l2s_b"), View.light3_specular_Colour_b[0]); //$NON-NLS-1$

        GL20.glUniform1f(shaderProgram.getUniformLocation("l3_r"), View.light4_Colour_r[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l3_g"), View.light4_Colour_g[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l3_b"), View.light4_Colour_b[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l3s_r"), View.light4_specular_Colour_r[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l3s_g"), View.light4_specular_Colour_g[0]); //$NON-NLS-1$
        GL20.glUniform1f(shaderProgram.getUniformLocation("l3s_b"), View.light4_specular_Colour_b[0]); //$NON-NLS-1$

        shaderProgram.setFactor(1f);
    }

    GL11.glDepthMask(true);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL11.GL_TEXTURE_2D);

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    GL11.glDepthFunc(GL11.GL_LESS);
    GL11.glClearDepth(1.0f);
    GL11.glClearColor(View.background_Colour_r[0], View.background_Colour_g[0], View.background_Colour_b[0], 1.0f);

    GL11.glPointSize(5);

    modelRenderer.init();
    modelRendererLDrawStandard.init();
}
 
Example 11
Source File: OpenGLRenderer20.java    From ldparteditor with MIT License 4 votes vote down vote up
/**
 * Initializes the Scene and gives OpenGL-Hints
 */
@Override
public void init() {
    // MARK OpenGL Hints and Initialization
    GL11.glDepthMask(true);
    GL11.glEnable(GL11.GL_DEPTH_TEST);

    GL11.glEnable(GL11.GL_TEXTURE_2D);

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    GL11.glDepthFunc(GL11.GL_LESS);

    GL11.glClearDepth(1.0f);
    GL11.glClearColor(View.background_Colour_r[0], View.background_Colour_g[0], View.background_Colour_b[0], 1.0f);

    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    GL11.glPointSize(5);
    // GL11.glLineWidth(2);

    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glShadeModel(GL11.GL_SMOOTH);

    GL11.glEnable(GL11.GL_NORMALIZE);

    GL11.glEnable(GL11.GL_LIGHT0);
    GL11.glEnable(GL11.GL_LIGHT1);
    GL11.glEnable(GL11.GL_LIGHT2);
    GL11.glEnable(GL11.GL_LIGHT3);

    GL11.glLightModelfv(GL11.GL_LIGHT_MODEL_AMBIENT, BufferFactory.floatBuffer(new float[] { 0.1f, 0.1f, 0.1f, 1f }));

    GL11.glLightfv(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, BufferFactory.floatBuffer(new float[] { View.light1_Colour_r[0], View.light1_Colour_g[0], View.light1_Colour_b[0], 1f }));
    GL11.glLightfv(GL11.GL_LIGHT0, GL11.GL_SPECULAR, BufferFactory.floatBuffer(new float[] { View.light1_specular_Colour_r[0], View.light1_specular_Colour_g[0], View.light1_specular_Colour_b[0], 1f }));
    GL11.glLightf(GL11.GL_LIGHT0, GL11.GL_LINEAR_ATTENUATION, .001f);

    GL11.glLightfv(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, BufferFactory.floatBuffer(new float[] { View.light2_Colour_r[0], View.light2_Colour_g[0], View.light2_Colour_b[0], 1f }));
    GL11.glLightfv(GL11.GL_LIGHT1, GL11.GL_SPECULAR, BufferFactory.floatBuffer(new float[] { View.light2_specular_Colour_r[0], View.light2_specular_Colour_g[0], View.light2_specular_Colour_b[0], 1f }));
    GL11.glLightf(GL11.GL_LIGHT1, GL11.GL_LINEAR_ATTENUATION, .001f);

    GL11.glLightfv(GL11.GL_LIGHT2, GL11.GL_DIFFUSE, BufferFactory.floatBuffer(new float[] { View.light3_Colour_r[0], View.light3_Colour_g[0], View.light3_Colour_b[0], 1f }));
    GL11.glLightfv(GL11.GL_LIGHT2, GL11.GL_SPECULAR, BufferFactory.floatBuffer(new float[] { View.light3_specular_Colour_r[0], View.light3_specular_Colour_g[0], View.light3_specular_Colour_b[0], 1f }));
    GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_LINEAR_ATTENUATION, .001f);

    GL11.glLightfv(GL11.GL_LIGHT3, GL11.GL_DIFFUSE, BufferFactory.floatBuffer(new float[] { View.light4_Colour_r[0], View.light4_Colour_g[0], View.light4_Colour_b[0], 1f }));
    GL11.glLightfv(GL11.GL_LIGHT3, GL11.GL_SPECULAR, BufferFactory.floatBuffer(new float[] { View.light4_specular_Colour_r[0], View.light4_specular_Colour_g[0], View.light4_specular_Colour_b[0], 1f }));
    GL11.glLightf(GL11.GL_LIGHT3, GL11.GL_LINEAR_ATTENUATION, .001f);

    GL11.glEnable(GL11.GL_COLOR_MATERIAL);
    GL11.glColorMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE);

    GL11.glMaterialfv(GL11.GL_FRONT, GL11.GL_SPECULAR, BufferFactory.floatBuffer(new float[] { 1.0f, 1.0f, 1.0f, 1.0f }));
    GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS, 128f);


    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);

    if (fsGlossId == -1) {
        vsGlossId = loadGlossVertexShader();
        fsGlossId = loadGlossFragmentShader();
        if (pGlossId == -1 && vsGlossId != -1 && fsGlossId != -1) {
            pGlossId = GL20.glCreateProgram();
            GL20.glAttachShader(pGlossId, vsGlossId);
            GL20.glAttachShader(pGlossId, fsGlossId);
            GL20.glLinkProgram(pGlossId);
            GL20.glValidateProgram(pGlossId);
            baseImageLoc = GL20.glGetUniformLocation(pGlossId, "colorMap"); //$NON-NLS-1$
            glossMapLoc = GL20.glGetUniformLocation(pGlossId, "glossMap"); //$NON-NLS-1$
            cubeMapLoc = GL20.glGetUniformLocation(pGlossId, "cubeMap"); //$NON-NLS-1$
            cubeMapMatteLoc = GL20.glGetUniformLocation(pGlossId, "cubeMapMatte"); //$NON-NLS-1$
            cubeMapMetalLoc = GL20.glGetUniformLocation(pGlossId, "cubeMapMetal"); //$NON-NLS-1$
            alphaSwitchLoc = GL20.glGetUniformLocation(pGlossId, "alphaSwitch"); //$NON-NLS-1$
            normalSwitchLoc = GL20.glGetUniformLocation(pGlossId, "normalSwitch"); //$NON-NLS-1$
            noTextureSwitch = GL20.glGetUniformLocation(pGlossId, "noTextureSwitch"); //$NON-NLS-1$
            noGlossMapSwitch = GL20.glGetUniformLocation(pGlossId, "noGlossMapSwitch"); //$NON-NLS-1$
            cubeMapSwitch = GL20.glGetUniformLocation(pGlossId, "cubeMapSwitch"); //$NON-NLS-1$
            noLightSwitch = GL20.glGetUniformLocation(pGlossId, "noLightSwitch"); //$NON-NLS-1$
        }
    }
}
 
Example 12
Source File: RenderState.java    From OpenPeripheral-Addons with MIT License 4 votes vote down vote up
public void setPointSize(final float pointSize) {
	if (pointSize != this.pointSize) {
		GL11.glPointSize(pointSize);
		this.pointSize = pointSize;
	}
}
 
Example 13
Source File: ImmediateModeOGLRenderer.java    From slick2d-maven with BSD 3-Clause "New" or "Revised" License 4 votes vote down vote up
/**
 * @see org.newdawn.slick.opengl.renderer.SGL#glPointSize(float)
 */
public void glPointSize(float size) {
	GL11.glPointSize(size);
}