X
Okay vielen Dank, mit MultipassRendering klappt's wunderbar...
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
GL11.glLoadIdentity(); // Reset The Current Matrix
GL11.glTranslatef(0.0f,0.0f,-4.0f); // Move Into The Screen 5 Units
// Feuer zeichnen
GL11.glColor3f(1.0f, 1.0f, 1.0f);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, flamesID);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ZERO);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0.0f, 0.0f);
GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
GL11.glTexCoord2f(1.0f, 0.0f);
GL11.glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
GL11.glTexCoord2f(1.0f, 1.0f);
GL11.glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
GL11.glTexCoord2f(0.0f, 1.0f);
GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
GL11.glEnd();
// Tür zeichnen
GL11.glColor3f(1.0f, 1.0f, 1.0f);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, doorID);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0.0f, 0.0f);
GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
GL11.glTexCoord2f(1.0f, 0.0f);
GL11.glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
GL11.glTexCoord2f(1.0f, 1.0f);
GL11.glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
GL11.glTexCoord2f(0.0f, 1.0f);
GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
GL11.glEnd();
Display.update(); // Update the display