Java 在opengl中处理纹理并将其切割成多个瓷砖
我的问题是: 我在openGL(LWJGL)中加载了一个图像作为纹理,每次调用draw方法时,我都能够选择要显示的瓷砖集的位置(在我的例子中是精灵动画的特定帧),我想知道,如果它是最好的阅读整个瓷砖集,并将其切割成较小的瓷砖集只有一个精灵或是相同的处理整个图像 实际上,我在每个瓷砖的纹理中加载整个图像,每次绘制时,每个瓷砖都在整个瓷砖集上使用GL_四边形 瓷砖集可以包含许多瓷砖和许多动画瓷砖 我曾经处理图像,读取一个大图像并将其放入tileset对象中,然后分离每个瓷砖,切割图像并将切割的部分放入瓷砖中 我不明白它的纹理是否相同 在这种情况下,从现有问题的切面开始创建新纹理的方法是什么 我想做的是: 地图加载平铺集 TILESET加载整个图像 将图像剪切成许多小图像(纹理) 瓷砖只有一个小纹理,是大纹理的一部分 每次绘制时,每个瓷砖将仅处理一个较小的瓷砖。这是正确的还是相同的,如果我将整个瓷砖集传递给每个瓷砖,告诉它只向用户显示哪个部分 这是我的TileSet课程:Java 在opengl中处理纹理并将其切割成多个瓷砖,java,opengl,textures,lwjgl,Java,Opengl,Textures,Lwjgl,我的问题是: 我在openGL(LWJGL)中加载了一个图像作为纹理,每次调用draw方法时,我都能够选择要显示的瓷砖集的位置(在我的例子中是精灵动画的特定帧),我想知道,如果它是最好的阅读整个瓷砖集,并将其切割成较小的瓷砖集只有一个精灵或是相同的处理整个图像 实际上,我在每个瓷砖的纹理中加载整个图像,每次绘制时,每个瓷砖都在整个瓷砖集上使用GL_四边形 瓷砖集可以包含许多瓷砖和许多动画瓷砖 我曾经处理图像,读取一个大图像并将其放入tileset对象中,然后分离每个瓷砖,切割图像并将切割的部分放
package mh.map;
import java.awt.Color;
import java.awt.Image;
import java.awt.Rectangle;
import java.io.File;
import java.io.IOException;
import java.util.Iterator;
import java.util.Vector;
import mh.GameWindow;
import tiled.util.TileCutter;
public class TileSet implements Iterable<Tile> {
private String base;
final private Vector<Tile> tiles = new Vector<Tile>();
private long tilebmpFileLastModified;
private TileCutter tileCutter;
private Rectangle tileDimensions;
private int tileSpacing;
private int tileMargin;
private int tilesPerRow;
private String externalSource;
private File tilebmpFile;
private String name;
private Color transparentColor;
private Image tileSetImage;
private Texture texture;
public TileSet() {
this.tileDimensions = new Rectangle();
}
public void importTileTexture(String ref, int width, int height, int spacing, int margin) {
try {
this.texture = GameWindow.getTextureLoader().getTexture(ref);
int texWidth = this.texture.getImageWidth();
int texHeight = this.texture.getImageHeight();
int tilePerRow = texWidth / width;
int rows = texHeight / height;
for (int i = 0; i < rows; i++) {
for (int j = 0; j < tilePerRow; j++) {
Tile t = new Tile(this, j, i);
this.addNewTile(t);
}
}
} catch (IOException e) {
System.err.println("Unable to load texture: " + ref);
e.printStackTrace();
}
}
public int addTile(Tile t) {
if (t.getId() < 0) {
t.setId(this.tiles.size());
}
if (this.tileDimensions.width < t.getWidth()) {
this.tileDimensions.width = t.getWidth();
}
if (this.tileDimensions.height < t.getHeight()) {
this.tileDimensions.height = t.getHeight();
}
this.tiles.add(t);
t.setTileSet(this);
return t.getId();
}
public void addNewTile(Tile t) {
t.setId(-1);
this.addTile(t);
}
public void removeTile(int i) {
this.tiles.set(i, null);
}
public int size() {
return this.tiles.size();
}
public int getMaxTileId() {
return this.tiles.size() - 1;
}
public Tile getTile(int i) {
try {
return this.tiles.get(i);
} catch (ArrayIndexOutOfBoundsException a) {
}
return null;
}
public Tile getFirstTile() {
Tile ret = null;
int i = 0;
while ((ret == null) && (i <= this.getMaxTileId())) {
ret = this.getTile(i);
i++;
}
return ret;
}
public Texture getTexture() {
return this.texture;
}
}
这是textureloader:
package mh.map;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Transparency;
import java.awt.color.ColorSpace;
import java.awt.image.BufferedImage;
import java.awt.image.ColorModel;
import java.awt.image.ComponentColorModel;
import java.awt.image.DataBuffer;
import java.awt.image.DataBufferByte;
import java.awt.image.Raster;
import java.awt.image.WritableRaster;
import java.io.BufferedInputStream;
import java.io.IOException;
import java.net.URL;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import java.util.HashMap;
import java.util.Hashtable;
import javax.imageio.ImageIO;
import org.lwjgl.opengl.GL11;
/**
* @author Kevin Glass
* @author Brian Matzon
* @author Gianmarco Laggia
*/
public class TextureLoader {
/** The table of textures that have been loaded in this loader */
private final HashMap<String, Texture> table = new HashMap<String, Texture>();
/** The colour model including alpha for the GL image */
private final ColorModel glAlphaColorModel;
/** The colour model for the GL image */
private final ColorModel glColorModel;
/**
* Create a new texture loader based on the game panel
*/
public TextureLoader() {
this.glAlphaColorModel = new ComponentColorModel(ColorSpace.getInstance(ColorSpace.CS_sRGB), new int[] { 8, 8, 8, 8 }, true, false,
Transparency.TRANSLUCENT, DataBuffer.TYPE_BYTE);
this.glColorModel = new ComponentColorModel(ColorSpace.getInstance(ColorSpace.CS_sRGB), new int[] { 8, 8, 8, 0 }, false, false, Transparency.OPAQUE,
DataBuffer.TYPE_BYTE);
}
/**
* Create a new texture ID
*
* @return A new texture ID
*/
private int createTextureID() {
IntBuffer tmp = this.createIntBuffer(1);
GL11.glGenTextures(tmp);
return tmp.get(0);
}
/**
* Load a texture
*
* @param resourceName
* The location of the resource to load
* @return The loaded texture
* @throws IOException
* Indicates a failure to access the resource
*/
public Texture getTexture(String resourceName) throws IOException {
Texture tex = this.table.get(resourceName);
if (tex != null) {
return tex;
}
tex = this.getTexture(resourceName, GL11.GL_TEXTURE_2D, // target
GL11.GL_RGBA, // dst pixel format
GL11.GL_LINEAR, // min filter (unused)
GL11.GL_LINEAR);
this.table.put(resourceName, tex);
return tex;
}
/**
* Load a texture into OpenGL from a image reference on disk.
*
* @param resourceName
* The location of the resource to load
* @param target
* The GL target to load the texture against
* @param dstPixelFormat
* The pixel format of the screen
* @param minFilter
* The minimising filter
* @param magFilter
* The magnification filter
* @return The loaded texture
* @throws IOException
* Indicates a failure to access the resource
*/
public Texture getTexture(String resourceName, int target, int dstPixelFormat, int minFilter, int magFilter) throws IOException {
int srcPixelFormat = 0;
// create the texture ID for this texture
int textureID = this.createTextureID();
Texture texture = new Texture(target, textureID);
// bind this texture
GL11.glBindTexture(target, textureID);
BufferedImage bufferedImage = this.loadImage(resourceName);
texture.setWidth(bufferedImage.getWidth());
texture.setHeight(bufferedImage.getHeight());
if (bufferedImage.getColorModel().hasAlpha()) {
srcPixelFormat = GL11.GL_RGBA;
} else {
srcPixelFormat = GL11.GL_RGB;
}
// convert that image into a byte buffer of texture data
ByteBuffer textureBuffer = this.convertImageData(bufferedImage, texture);
if (target == GL11.GL_TEXTURE_2D) {
GL11.glTexParameteri(target, GL11.GL_TEXTURE_MIN_FILTER, minFilter);
GL11.glTexParameteri(target, GL11.GL_TEXTURE_MAG_FILTER, magFilter);
}
// produce a texture from the byte buffer
GL11.glTexImage2D(target, 0, dstPixelFormat, this.get2Fold(bufferedImage.getWidth()), this.get2Fold(bufferedImage.getHeight()), 0, srcPixelFormat,
GL11.GL_UNSIGNED_BYTE, textureBuffer);
return texture;
}
/**
* Get the closest greater power of 2 to the fold number
*
* @param fold
* The target number
* @return The power of 2
*/
private int get2Fold(int fold) {
int ret = 2;
while (ret < fold) {
ret *= 2;
}
return ret;
}
/**
* Convert the buffered image to a texture
*
* @param bufferedImage
* The image to convert to a texture
* @param texture
* The texture to store the data into
* @return A buffer containing the data
*/
private ByteBuffer convertImageData(BufferedImage bufferedImage, Texture texture) {
ByteBuffer imageBuffer = null;
WritableRaster raster;
BufferedImage texImage;
int texWidth = 2;
int texHeight = 2;
// find the closest power of 2 for the width and height
// of the produced texture
while (texWidth < bufferedImage.getWidth()) {
texWidth *= 2;
}
while (texHeight < bufferedImage.getHeight()) {
texHeight *= 2;
}
texture.setTextureHeight(texHeight);
texture.setTextureWidth(texWidth);
// create a raster that can be used by OpenGL as a source
// for a texture
if (bufferedImage.getColorModel().hasAlpha()) {
raster = Raster.createInterleavedRaster(DataBuffer.TYPE_BYTE, texWidth, texHeight, 4, null);
texImage = new BufferedImage(this.glAlphaColorModel, raster, false, new Hashtable<String, Texture>());
} else {
raster = Raster.createInterleavedRaster(DataBuffer.TYPE_BYTE, texWidth, texHeight, 3, null);
texImage = new BufferedImage(this.glColorModel, raster, false, new Hashtable<String, Texture>());
}
// copy the source image into the produced image
Graphics g = texImage.getGraphics();
g.setColor(new Color(0f, 0f, 0f, 0f));
g.fillRect(0, 0, texWidth, texHeight);
g.drawImage(bufferedImage, 0, 0, null);
// build a byte buffer from the temporary image
// that be used by OpenGL to produce a texture.
byte[] data = ((DataBufferByte) texImage.getRaster().getDataBuffer()).getData();
imageBuffer = ByteBuffer.allocateDirect(data.length);
imageBuffer.order(ByteOrder.nativeOrder());
imageBuffer.put(data, 0, data.length);
imageBuffer.flip();
return imageBuffer;
}
/**
* Load a given resource as a buffered image
*
* @param ref
* The location of the resource to load
* @return The loaded buffered image
* @throws IOException
* Indicates a failure to find a resource
*/
private BufferedImage loadImage(String ref) throws IOException {
URL url = TextureLoader.class.getClassLoader().getResource(ref);
if (url == null) {
url = new URL("file:"+ref);
// throw new IOException("Cannot find: " + ref);
}
System.out.println("URL:" + url);
BufferedImage bufferedImage = ImageIO.read(new BufferedInputStream(url.openStream()));//this.getClass().getClassLoader().getResourceAsStream(ref)));
return bufferedImage;
}
/**
* Creates an integer buffer to hold specified ints - strictly a utility method
*
* @param size
* how many int to contain
* @return created IntBuffer
*/
protected IntBuffer createIntBuffer(int size) {
ByteBuffer temp = ByteBuffer.allocateDirect(4 * size);
temp.order(ByteOrder.nativeOrder());
return temp.asIntBuffer();
}
}
包mh.map;
导入java.awt.Color;
导入java.awt.Graphics;
导入java.awt.Transparency;
导入java.awt.color.ColorSpace;
导入java.awt.image.buffereImage;
导入java.awt.image.ColorModel;
导入java.awt.image.ComponentColorModel;
导入java.awt.image.DataBuffer;
导入java.awt.image.DataBufferByte;
导入java.awt.image.graster;
导入java.awt.image.WritableRaster;
导入java.io.BufferedInputStream;
导入java.io.IOException;
导入java.net.URL;
导入java.nio.ByteBuffer;
导入java.nio.ByteOrder;
导入java.nio.IntBuffer;
导入java.util.HashMap;
导入java.util.Hashtable;
导入javax.imageio.imageio;
导入org.lwjgl.opengl.GL11;
/**
*@作者凯文·格拉斯
*@作者布莱恩·马特松
*@作者Gianmarco Laggia
*/
公共类纹理阅读器{
/**在此加载程序中加载的纹理表*/
private final HashMap table=new HashMap();
/**GL图像的包含alpha的颜色模型*/
私人最终颜色模型glAlphaColorModel;
/**GL图像的颜色模型*/
私有最终颜色模型glColorModel;
/**
*基于游戏面板创建一个新的纹理加载器
*/
公共纹理阅读器(){
this.glAlphaColorModel=newcomponentColorModel(ColorSpace.getInstance(ColorSpace.CS_sRGB),newint[]{8,8,8,8},true,false,
Transparency.Transparency,DataBuffer.TYPE_BYTE);
this.glColorModel=new ComponentColorModel(ColorSpace.getInstance(ColorSpace.CS_sRGB),new int[]{8,8,8,0},false,false,Transparency.不透明,
DataBuffer.TYPE_字节);
}
/**
*创建一个新的纹理ID
*
*@返回一个新的纹理ID
*/
私有int createTextureID(){
IntBuffer tmp=this.createIntBuffer(1);
GL11.glGenTextures(tmp);
返回tmp.get(0);
}
/**
*加载纹理
*
*@param resourceName
*要加载的资源的位置
*@返回加载的纹理
*@抛出异常
*表示访问资源失败
*/
公共纹理getTexture(字符串resourceName)引发IOException{
纹理tex=this.table.get(resourceName);
如果(tex!=null){
返回tex;
}
tex=this.getTexture(resourceName,GL11.GL\u TEXTURE\u 2D,//target
GL11.GL_RGBA,//dst像素格式
GL11.GL_线性,//最小过滤器(未使用)
GL11.GL_线性);
this.table.put(resourceName,tex);
返回tex;
}
/**
*从磁盘上的图像引用将纹理加载到OpenGL中。
*
*@param resourceName
*要加载的资源的位置
*@param目标
*要加载纹理的GL目标
*@param DST像素格式
*屏幕的像素格式
*@param-minFilter
*最小化滤波器
*@param磁过滤器
*放大滤波器
*@返回加载的纹理
*@抛出异常
*表示访问资源失败
*/
公共纹理getTexture(字符串resourceName、int-target、int-dstPixelFormat、int-minFilter、int-magFilter)引发IOException{
int srcPixelFormat=0;
//创建此纹理的纹理ID
int textureID=this.createTextureID();
纹理=新纹理(目标,纹理ID);
//绑定此纹理
GL11.glBindTexture(目标,textureID);
BuffereImage BuffereImage=this.loadImage(resourceName);
setWidth(buffereImage.getWidth());
setHeight(bufferedImage.getHeight());
if(buffereImage.getColorModel().hasAlpha()){
srcPixelFormat=GL11.GL_RGBA;
}否则{
srcPixelFormat=GL11.GL_RGB;
}
//将该图像转换为纹理数据的字节缓冲区
ByteBuffer textureBuffer=this.convertImageData(BuffereImage,纹理);
如果(目标==GL11.GL\U纹理\U 2D){
GL11.glTexParameteri(目标,GL11.GL\u纹理\u最小过滤器,最小过滤器);
GL11.glTexParameteri(目标、GL11.GL\u纹理、MAG\u过滤器、magFilter);
}
//从字节缓冲区生成纹理
GL11.glTexImage2D(目标,0,dstPixelFormat,this.get2Fold(bufferedImage.getWidth()),this.get2Fold(bufferedImage.getHeight()),0,srcPixelFormat,
GL11.GL_无符号字节,textureBuffer);
返回纹理;
}
/**
*获得与折叠数最接近的2的最大幂
*
*@param褶皱
*目标号码
*@返回2的力量
*/
私有int-get2Fold(int-fold){
int-ret=2;
while(retpackage mh.map;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Transparency;
import java.awt.color.ColorSpace;
import java.awt.image.BufferedImage;
import java.awt.image.ColorModel;
import java.awt.image.ComponentColorModel;
import java.awt.image.DataBuffer;
import java.awt.image.DataBufferByte;
import java.awt.image.Raster;
import java.awt.image.WritableRaster;
import java.io.BufferedInputStream;
import java.io.IOException;
import java.net.URL;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import java.util.HashMap;
import java.util.Hashtable;
import javax.imageio.ImageIO;
import org.lwjgl.opengl.GL11;
/**
* @author Kevin Glass
* @author Brian Matzon
* @author Gianmarco Laggia
*/
public class TextureLoader {
/** The table of textures that have been loaded in this loader */
private final HashMap<String, Texture> table = new HashMap<String, Texture>();
/** The colour model including alpha for the GL image */
private final ColorModel glAlphaColorModel;
/** The colour model for the GL image */
private final ColorModel glColorModel;
/**
* Create a new texture loader based on the game panel
*/
public TextureLoader() {
this.glAlphaColorModel = new ComponentColorModel(ColorSpace.getInstance(ColorSpace.CS_sRGB), new int[] { 8, 8, 8, 8 }, true, false,
Transparency.TRANSLUCENT, DataBuffer.TYPE_BYTE);
this.glColorModel = new ComponentColorModel(ColorSpace.getInstance(ColorSpace.CS_sRGB), new int[] { 8, 8, 8, 0 }, false, false, Transparency.OPAQUE,
DataBuffer.TYPE_BYTE);
}
/**
* Create a new texture ID
*
* @return A new texture ID
*/
private int createTextureID() {
IntBuffer tmp = this.createIntBuffer(1);
GL11.glGenTextures(tmp);
return tmp.get(0);
}
/**
* Load a texture
*
* @param resourceName
* The location of the resource to load
* @return The loaded texture
* @throws IOException
* Indicates a failure to access the resource
*/
public Texture getTexture(String resourceName) throws IOException {
Texture tex = this.table.get(resourceName);
if (tex != null) {
return tex;
}
tex = this.getTexture(resourceName, GL11.GL_TEXTURE_2D, // target
GL11.GL_RGBA, // dst pixel format
GL11.GL_LINEAR, // min filter (unused)
GL11.GL_LINEAR);
this.table.put(resourceName, tex);
return tex;
}
/**
* Load a texture into OpenGL from a image reference on disk.
*
* @param resourceName
* The location of the resource to load
* @param target
* The GL target to load the texture against
* @param dstPixelFormat
* The pixel format of the screen
* @param minFilter
* The minimising filter
* @param magFilter
* The magnification filter
* @return The loaded texture
* @throws IOException
* Indicates a failure to access the resource
*/
public Texture getTexture(String resourceName, int target, int dstPixelFormat, int minFilter, int magFilter) throws IOException {
int srcPixelFormat = 0;
// create the texture ID for this texture
int textureID = this.createTextureID();
Texture texture = new Texture(target, textureID);
// bind this texture
GL11.glBindTexture(target, textureID);
BufferedImage bufferedImage = this.loadImage(resourceName);
texture.setWidth(bufferedImage.getWidth());
texture.setHeight(bufferedImage.getHeight());
if (bufferedImage.getColorModel().hasAlpha()) {
srcPixelFormat = GL11.GL_RGBA;
} else {
srcPixelFormat = GL11.GL_RGB;
}
// convert that image into a byte buffer of texture data
ByteBuffer textureBuffer = this.convertImageData(bufferedImage, texture);
if (target == GL11.GL_TEXTURE_2D) {
GL11.glTexParameteri(target, GL11.GL_TEXTURE_MIN_FILTER, minFilter);
GL11.glTexParameteri(target, GL11.GL_TEXTURE_MAG_FILTER, magFilter);
}
// produce a texture from the byte buffer
GL11.glTexImage2D(target, 0, dstPixelFormat, this.get2Fold(bufferedImage.getWidth()), this.get2Fold(bufferedImage.getHeight()), 0, srcPixelFormat,
GL11.GL_UNSIGNED_BYTE, textureBuffer);
return texture;
}
/**
* Get the closest greater power of 2 to the fold number
*
* @param fold
* The target number
* @return The power of 2
*/
private int get2Fold(int fold) {
int ret = 2;
while (ret < fold) {
ret *= 2;
}
return ret;
}
/**
* Convert the buffered image to a texture
*
* @param bufferedImage
* The image to convert to a texture
* @param texture
* The texture to store the data into
* @return A buffer containing the data
*/
private ByteBuffer convertImageData(BufferedImage bufferedImage, Texture texture) {
ByteBuffer imageBuffer = null;
WritableRaster raster;
BufferedImage texImage;
int texWidth = 2;
int texHeight = 2;
// find the closest power of 2 for the width and height
// of the produced texture
while (texWidth < bufferedImage.getWidth()) {
texWidth *= 2;
}
while (texHeight < bufferedImage.getHeight()) {
texHeight *= 2;
}
texture.setTextureHeight(texHeight);
texture.setTextureWidth(texWidth);
// create a raster that can be used by OpenGL as a source
// for a texture
if (bufferedImage.getColorModel().hasAlpha()) {
raster = Raster.createInterleavedRaster(DataBuffer.TYPE_BYTE, texWidth, texHeight, 4, null);
texImage = new BufferedImage(this.glAlphaColorModel, raster, false, new Hashtable<String, Texture>());
} else {
raster = Raster.createInterleavedRaster(DataBuffer.TYPE_BYTE, texWidth, texHeight, 3, null);
texImage = new BufferedImage(this.glColorModel, raster, false, new Hashtable<String, Texture>());
}
// copy the source image into the produced image
Graphics g = texImage.getGraphics();
g.setColor(new Color(0f, 0f, 0f, 0f));
g.fillRect(0, 0, texWidth, texHeight);
g.drawImage(bufferedImage, 0, 0, null);
// build a byte buffer from the temporary image
// that be used by OpenGL to produce a texture.
byte[] data = ((DataBufferByte) texImage.getRaster().getDataBuffer()).getData();
imageBuffer = ByteBuffer.allocateDirect(data.length);
imageBuffer.order(ByteOrder.nativeOrder());
imageBuffer.put(data, 0, data.length);
imageBuffer.flip();
return imageBuffer;
}
/**
* Load a given resource as a buffered image
*
* @param ref
* The location of the resource to load
* @return The loaded buffered image
* @throws IOException
* Indicates a failure to find a resource
*/
private BufferedImage loadImage(String ref) throws IOException {
URL url = TextureLoader.class.getClassLoader().getResource(ref);
if (url == null) {
url = new URL("file:"+ref);
// throw new IOException("Cannot find: " + ref);
}
System.out.println("URL:" + url);
BufferedImage bufferedImage = ImageIO.read(new BufferedInputStream(url.openStream()));//this.getClass().getClassLoader().getResourceAsStream(ref)));
return bufferedImage;
}
/**
* Creates an integer buffer to hold specified ints - strictly a utility method
*
* @param size
* how many int to contain
* @return created IntBuffer
*/
protected IntBuffer createIntBuffer(int size) {
ByteBuffer temp = ByteBuffer.allocateDirect(4 * size);
temp.order(ByteOrder.nativeOrder());
return temp.asIntBuffer();
}
}
public class Tileset {
private int tilesetImageHandle;
private ArrayList<Tile> tiles;
public Tile getTile(int tileIndex) {
return tiles.get(tileIndex);
}
public void bindTexture() {
glBindTexture(tilesetImageHandle);
}
// Methods to retrieve tileset subimage offsets in x and y directions
}
public class Tile {
private Tileset tileset;
private float u, v;
public Tile(Tileset tileset, float u, float v) {
this.tileset = tileset;
this.u = u;
this.v = v;
}
public void draw(Point location) {
tileset.bindTexture();
glPushMatrix(GL_MODEL_VIEW_MATRIX);
glTranslate2f(location.x, location.y);
glBegin(GL_QUADS);
glCoord2f(0.0, 0.0);
glTexCoord2f(u, v);
glCoord2f(0.0, 1.0);
glTexCoord2f(u, v + tileset.getTilesetOffsetY());
glCoord2f(tileset.getTileDimX(), tileset.getTileDimY());
glTexCoord2f(u + tileset.getTilesetOffsetX(), v + tileset.getTilesetOffsetY());
glCoord2f(1.0, 0.0);
glTexCoord2f(u + tileset.getTilesetOffsetX(), v);
glEnd();
glPopMatrix(GL_MODEL_VIEW_MATRIX);
}
}