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); }