rendered paste body public void display(GLAutoDrawable gLDrawable)
{
final GL gl = gLDrawable.getGL();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
glu.gluLookAt(5.0, 6.0, 25.0, //eye position
0.0, 5.0, 0.0, //look at
0.0, 1.0, 0.0); //y-axis is up
/* for (Entity e : entities)
{
gl.glColor3f(1.0f, 0.0f, 1.0f);
e.render(gl);
}*/
GLUT glut = new GLUT();
glut.glutSolidTeapot(5f);
texture.bind();
//render hud
gl.glDisable(GL.GL_DEPTH_TEST);
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
gl.glPushMatrix();
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glPushMatrix();
gl.glLoadIdentity();
glu.gluOrtho2D(-1, 1, -1, 1);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glColor3f(1f,1f,1f);
gl.glBegin(GL.GL_QUADS);
gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-0.25f, -0.25f, 0.25f);
gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 0.25f, -0.25f, 0.25f);
gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 0.25f, 0.25f, 0.25f);
gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-0.25f, 0.25f, 0.25f);
gl.glEnd();
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glPopMatrix();
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glPopMatrix();
gl.glPopMatrix();
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glDisable(GL.GL_BLEND);
}