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Manual de Apoio 2010

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}private void setupLight ( GL2 gl) {// Setup light parametersgl. glLightMo<strong>de</strong>lfv ( GL2 . GL_LIGHT_MODEL_AMBIENT , fNoLight , 0);gl. glLightMo<strong>de</strong>li ( GL2 . GL_LIGHT_MODEL_COLOR_CONTROL ,GL2 . GL_SEPARATE_SPECULAR_COLOR );gl. glLightfv ( GL2 . GL_LIGHT0 , GL2 . GL_AMBIENT , fLowLight , 0);gl. glLightfv ( GL2 . GL_LIGHT0 , GL2 . GL_DIFFUSE , fBrightLight , 0);gl. glLightfv ( GL2 . GL_LIGHT0 , GL2 . GL_SPECULAR , fBrightLight , 0);gl. glEnable ( GL2 . GL_LIGHTING );gl. glEnable ( GL2 . GL_LIGHT0 );}// Utilizar color trackinggl. glEnable ( GL2 . GL_COLOR_MATERIAL );gl. glColorMaterial ( GL2 . GL_FRONT , GL2 . GL_AMBIENT_AND_DIFFUSE );gl. glMateriali ( GL2 . GL_FRONT , GL2 . GL_SHININESS , 128);@Overri<strong>de</strong>public void display ( GLAutoDrawable drawable ) {GL2 gl = drawable . getGL (). getGL2 ();// Clear the window with current clearing colorgl. glClear ( GL2 . GL_COLOR_BUFFER_BIT | GL2 . GL_DEPTH_BUFFER_BIT );// Componente Especulargl. glMaterialfv ( GL2 . GL_FRONT , GL2 . GL_SPECULAR , fBrightLight , 0);// Posicao da Luzgl. glLightfv ( GL2 . GL_LIGHT0 , GL2 . GL_POSITION , fLightPos . toArray () , 0);// Cor do Material Brancagl. glColor3f (0f, 0f, 0f);GLUquadric quad = glu . gluNewQuadric (); // Criar o quadricgl. glPushMatrix ();glu . gluQuadricNormals (quad , GLU . GLU_SMOOTH );// Corpogl. glPushMatrix ();// Bola do Fundogl. glColor3f (1.0f, 1.0f, 1.0 f);glu . gluSphere (quad , .40f, 26 , 13);// Bola do Corpogl. glTranslatef (0.0f, .550f, 0.0 f);glu . gluSphere (quad , .3f, 26 , 13);// Bola da Cabecagl. glTranslatef (0.0f, 0.45f, 0.0 f);glu . gluSphere (quad , 0.24f, 26 , 13);// Olhosgl. glColor3f (0.0f, 0.0f, 0.0 f);gl. glTranslatef (0.1f, 0.1f, 0.21 f);glu . gluSphere (quad , 0.02f, 26 , 13);gl. glTranslatef ( -0.2f, 0.0f, 0.0 f);glu . gluSphere (quad , 0.02f, 26 , 13);138

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