… it hurts me hard to see the terminologie of jogl …
gl.glBegin(GL.GL_QUADS);
// Front Face
gl.glBindTexture(GL.GL_TEXTURE_2D, texture1);
gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, 1.0f);
gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, 1.0f);
gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, 1.0f);
gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, 1.0f);
double double double… baeh!
why not this (i believe gl4java use it):
gl.Begin(QUADS);
// Front Face
gl.BindTexture(gl.TEXTURE_2D, texture1);
gl.TexCoord2f(0.0f, 0.0f); gl.Vertex3f(-1.0f, -1.0f, 1.0f);
gl.TexCoord2f(1.0f, 0.0f); gl.Vertex3f( 1.0f, -1.0f, 1.0f);
gl.TexCoord2f(1.0f, 1.0f); gl.Vertex3f( 1.0f, 1.0f, 1.0f);
gl.TexCoord2f(0.0f, 1.0f); gl.Vertex3f(-1.0f, 1.0f, 1.0f);
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cleaner
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more transparency
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smaller
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etc. etc. etc.
what do you think?