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- GL11.glEnable(GL11.GL_CULL_FACE);
- GL11.glMatrixMode(GL11.GL_PROJECTION);
- GL11.glLoadIdentity();
- GLU.gluPerspective(fieldOfView, aspectRatio, nearDistance, farDistance);
- ByteBuffer temp = ByteBuffer.allocateDirect(16);
- temp.order(ByteOrder.nativeOrder());
- float lightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f }; // Ambient Light Values ( NEW )
- float lightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; // Diffuse Light Values ( NEW )
- float lightPosition[] = { -player.getPosition().x, 2.0f, -player.getPosition().z, 1.0f }; // Light Position ( NEW )
- GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, (FloatBuffer)temp.asFloatBuffer().put(lightAmbient).flip()); // Setup The Ambient Light
- GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(lightDiffuse).flip()); // Setup The Diffuse Light
- GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION,(FloatBuffer)temp.asFloatBuffer().put(lightPosition).flip()); // Position The Light
- GL11.glEnable(GL11.GL_LIGHTING); // Enable Lighting
- GL11.glEnable(GL11.GL_LIGHT1); // Enable Light One
- GL11.glMatrixMode(GL11.GL_MODELVIEW);
- GL11.glLoadIdentity();
- GL11.glEnable(GL11.GL_TEXTURE_2D);
- GL11.glShadeModel(GL11.GL_SMOOTH);
- GL11.glClearDepth(1.0f);
- GL11.glEnable(GL11.GL_DEPTH_TEST);
- GL11.glDepthFunc(GL11.GL_LEQUAL);
- GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
- GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
- GL11.glLoadIdentity();
- GL11.glRotatef(pitch, 1.0f, 0.0f, 0.0f);
- GL11.glRotatef(yaw, 0.0f, 1.0f, 0.0f);
- GL11.glTranslatef(-player.getPosition().x,
- -player.getPosition().y,
- -player.getPosition().z);
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