Matrix.translate(new Vec(lshift, depth, halfup)),
Matrix.translate(new Vec(rshift, depth, halfup)),
- /*
Matrix.translate(new Vec(lshift, -depth, halfup)),
Matrix.translate(new Vec(rshift, -depth, halfup)),
- */
/*
Matrix.translate(new Vec(0, depth, halfup)),
Matrix.translate(new Vec(0, -depth, halfup)),
*/
- /*
+
Matrix.translate(new Vec(lshift, 0, height)),
Matrix.translate(new Vec(rshift, 0, height)),
Matrix.translate(new Vec(lshift, 0, -height)),
Matrix.translate(new Vec( width, 0, 0)),
Matrix.translate(new Vec(-width, 0, 0)),
- */
+
};
//
for(Matrix m : translations) {
//if (v1.z==0 && v1.y==0) continue;
i++;
- //if (i!=2&&i!=5) continue;
+ if (i!=2&&i!=5) continue;
Point p = new Point(0, 0, 0).times(m);
Vec v = new Vec(p.x, p.y, p.z);
v = v.times((float)1.04);
gl.glTranslatef(v.x, v.y, v.z);
- draw(gl, false, safeTriangles);
+ //draw(gl, false, safeTriangles);
gl.glTranslatef(-v.x, -v.y, -v.z);
}
//gl.glEnable(GL.GL_DEPTH_TEST);