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@ -193,12 +193,12 @@ public class Human extends SceneObject {
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getTextures().get("wool_pink").bind();
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//Enable TEXTURE
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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//set texture Parameters
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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texSphere.DrawTexSphere(0.5f, 32, 32, getTextures().get("wool_pink"));
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//Draw finish Disable TEXTURE
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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// sphere.DrawSphere(0.5f, 32, 32); // pelvis sphere
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@ -216,10 +216,10 @@ public class Human extends SceneObject {
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//bind texture
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getTextures().get("tnt_side").bind(); //set texture
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//Enable TEXTURE
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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;
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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texSphere.DrawTexSphere(0.5f, 32, 32, getTextures().get("tnt_side"));
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GL11.glDisable(GL11.GL_TEXTURE_2D); //disable texture
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; //disable texture
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// sphere.DrawSphere(0.5f, 32, 32);// chest sphere
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@ -249,10 +249,10 @@ public class Human extends SceneObject {
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GL11.GL_REPEAT);
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Color.white.bind();
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getTextures().get("awesomeface").bind(); //set texture
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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;
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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texSphere.DrawTexSphere(0.5f, 32, 32, getTextures().get("awesomeface"));
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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;
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// sphere.DrawSphere(0.5f, 32, 32);
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@ -275,10 +275,10 @@ public class Human extends SceneObject {
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GL11.GL_REPEAT);
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Color.white.bind();
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getTextures().get("default_stone").bind(); //set texture
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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;
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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texSphere.DrawTexSphere(0.25f, 32, 32, getTextures().get("default_stone"));
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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;
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// sphere.DrawSphere(0.25f, 32, 32);
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@ -309,10 +309,10 @@ public class Human extends SceneObject {
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GL11.GL_REPEAT);
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Color.white.bind();
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getTextures().get("default_stone").bind();
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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;
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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texSphere.DrawTexSphere(0.2f, 32, 32, getTextures().get("default_stone"));
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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;
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// sphere.DrawSphere(0.2f, 32, 32);
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//left forearm
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@ -336,10 +336,10 @@ public class Human extends SceneObject {
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GL11.GL_REPEAT);
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Color.white.bind();
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getTextures().get("default_stone").bind();
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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;
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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texSphere.DrawTexSphere(0.2f, 32, 32, getTextures().get("default_stone"));
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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;
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// sphere.DrawSphere(0.2f, 32, 32);
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@ -368,10 +368,10 @@ public class Human extends SceneObject {
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GL11.GL_REPEAT);
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Color.white.bind();
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getTextures().get("default_stone").bind();
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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;
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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texSphere.DrawTexSphere(0.25f, 32, 32, getTextures().get("default_stone"));
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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;
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// sphere.DrawSphere(0.25f, 32, 32);
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@ -402,10 +402,10 @@ public class Human extends SceneObject {
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GL11.GL_REPEAT);
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Color.white.bind();
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getTextures().get("default_stone").bind();
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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;
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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texSphere.DrawTexSphere(0.2f, 32, 32, getTextures().get("default_stone"));
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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;
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// sphere.DrawSphere(0.2f, 32, 32);
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//right forearm
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@ -429,10 +429,10 @@ public class Human extends SceneObject {
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GL11.GL_REPEAT);
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Color.white.bind();
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getTextures().get("default_stone").bind();
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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;
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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texSphere.DrawTexSphere(0.2f, 32, 32, getTextures().get("default_stone"));
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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;
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// sphere.DrawSphere(0.2f, 32, 32);
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@ -468,10 +468,10 @@ public class Human extends SceneObject {
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GL11.GL_REPEAT);
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Color.white.bind();
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getTextures().get("default_cobble").bind();
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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;
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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texSphere.DrawTexSphere(0.25f, 32, 32, getTextures().get("default_cobble"));
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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;
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// sphere.DrawSphere(0.25f, 32, 32);
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@ -501,10 +501,10 @@ public class Human extends SceneObject {
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GL11.GL_REPEAT);
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Color.white.bind();
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getTextures().get("default_cobble").bind();
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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;
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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texSphere.DrawTexSphere(0.25f, 32, 32, getTextures().get("default_cobble"));
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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;
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// sphere.DrawSphere(0.25f, 32, 32);
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//left low leg
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@ -528,10 +528,10 @@ public class Human extends SceneObject {
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GL11.GL_REPEAT);
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Color.white.bind();
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getTextures().get("default_cobble").bind();
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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;
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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texSphere.DrawTexSphere(0.3f, 32, 32, getTextures().get("default_cobble"));
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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;
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// sphere.DrawSphere(0.3f, 32, 32);
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@ -558,10 +558,10 @@ public class Human extends SceneObject {
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GL11.GL_REPEAT);
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Color.white.bind();
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getTextures().get("default_cobble").bind();
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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;
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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texSphere.DrawTexSphere(0.25f, 32, 32, getTextures().get("default_cobble"));
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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;
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// sphere.DrawSphere(0.25f, 32, 32);
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@ -592,10 +592,10 @@ public class Human extends SceneObject {
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GL11.GL_REPEAT);
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Color.white.bind();
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getTextures().get("default_cobble").bind();
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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;
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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texSphere.DrawTexSphere(0.25f, 32, 32, getTextures().get("default_cobble"));
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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;
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// sphere.DrawSphere(0.25f, 32, 32);
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//right low leg
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@ -619,10 +619,10 @@ public class Human extends SceneObject {
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GL11.GL_REPEAT);
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Color.white.bind();
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getTextures().get("default_cobble").bind();
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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;
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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texSphere.DrawTexSphere(0.3f, 32, 32, getTextures().get("default_cobble"));
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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;
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// sphere.DrawSphere(0.3f, 32, 32);
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}
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