diff --git a/src/java/org/lwjgl/test/opengl/Gears.java b/src/java/org/lwjgl/test/opengl/Gears.java
new file mode 100644
index 00000000..d71088e6
--- /dev/null
+++ b/src/java/org/lwjgl/test/opengl/Gears.java
@@ -0,0 +1,307 @@
+/*
+ * 3-D gear wheels. This program is in the public domain.
+ * Brian Paul
+ */
+package org.lwjgl.test.opengl;
+
+import java.nio.FloatBuffer;
+
+import org.lwjgl.BufferUtils;
+import org.lwjgl.LWJGLException;
+import org.lwjgl.input.Keyboard;
+import org.lwjgl.opengl.ARBTransposeMatrix;
+import org.lwjgl.opengl.Display;
+import org.lwjgl.opengl.DisplayMode;
+import org.lwjgl.opengl.GL11;
+import org.lwjgl.opengl.GLContext;
+
+/**
+ * $Id$
+ *
+ * This is the OpenGL "standard" Gears demo, originally by Brian Paul
+ *
+ * @author Brian Matzon
+ * @version $Revision$
+ */
+public class Gears {
+
+ private float view_rotx = 20.0f;
+
+ private float view_roty = 30.0f;
+
+ private float view_rotz = 0.0f;
+
+ private int gear1;
+
+ private int gear2;
+
+ private int gear3;
+
+ private float angle = 0.0f;
+
+ public static void main(String[] args) {
+ new Gears().execute();
+ }
+
+ /**
+ *
+ */
+ private void execute() {
+ try {
+ init();
+ } catch (LWJGLException le) {
+ le.printStackTrace();
+ System.out.println("Failed to initialize Gears.");
+ return;
+ }
+
+ loop();
+
+ destroy();
+ }
+
+ /**
+ *
+ */
+ private void destroy() {
+ Display.destroy();
+ }
+
+ /**
+ *
+ */
+ private void loop() {
+ long startTime = System.currentTimeMillis() + 5000;
+ long fps = 0;
+
+ while (!Display.isCloseRequested()) {
+ angle += 2.0f;
+
+ GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
+
+ GL11.glPushMatrix();
+ GL11.glRotatef(view_rotx, 1.0f, 0.0f, 0.0f);
+ GL11.glRotatef(view_roty, 0.0f, 1.0f, 0.0f);
+ GL11.glRotatef(view_rotz, 0.0f, 0.0f, 1.0f);
+
+ GL11.glPushMatrix();
+ GL11.glTranslatef(-3.0f, -2.0f, 0.0f);
+ GL11.glRotatef(angle, 0.0f, 0.0f, 1.0f);
+ GL11.glCallList(gear1);
+ GL11.glPopMatrix();
+
+ GL11.glPushMatrix();
+ GL11.glTranslatef(3.1f, -2.0f, 0.0f);
+ GL11.glRotatef(-2.0f * angle - 9.0f, 0.0f, 0.0f, 1.0f);
+ GL11.glCallList(gear2);
+ GL11.glPopMatrix();
+
+ GL11.glPushMatrix();
+ GL11.glTranslatef(-3.1f, 4.2f, 0.0f);
+ GL11.glRotatef(-2.0f * angle - 25.0f, 0.0f, 0.0f, 1.0f);
+ GL11.glCallList(gear3);
+ GL11.glPopMatrix();
+
+ GL11.glPopMatrix();
+
+ Display.update();
+ if (startTime > System.currentTimeMillis()) {
+ fps++;
+ } else {
+ long timeUsed = 5000 + (startTime - System.currentTimeMillis());
+ startTime = System.currentTimeMillis() + 5000;
+ System.out.println(fps + " frames in " + (float) (timeUsed / 1000f) + " seconds = "
+ + (fps / (timeUsed / 1000f)));
+ fps = 0;
+ }
+ }
+ }
+
+ /**
+ *
+ */
+ private void init() throws LWJGLException {
+ // create Window of size 300x300
+ Display.setLocation((Display.getDisplayMode().getWidth() - 300) / 2,
+ (Display.getDisplayMode().getHeight() - 300) / 2);
+ Display.setDisplayMode(new DisplayMode(300, 300));
+ Display.setTitle("Gears");
+ Display.create();
+
+ // setup ogl
+ FloatBuffer pos = BufferUtils.createFloatBuffer(4).put(new float[] { 5.0f, 5.0f, 10.0f, 0.0f});
+ FloatBuffer red = BufferUtils.createFloatBuffer(4).put(new float[] { 0.8f, 0.1f, 0.0f, 1.0f});
+ FloatBuffer green = BufferUtils.createFloatBuffer(4).put(new float[] { 0.0f, 0.8f, 0.2f, 1.0f});
+ FloatBuffer blue = BufferUtils.createFloatBuffer(4).put(new float[] { 0.2f, 0.2f, 1.0f, 1.0f});
+ pos.flip();
+ red.flip();
+ green.flip();
+ blue.flip();
+
+ GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, pos);
+ GL11.glEnable(GL11.GL_CULL_FACE);
+ GL11.glEnable(GL11.GL_LIGHTING);
+ GL11.glEnable(GL11.GL_LIGHT0);
+ GL11.glEnable(GL11.GL_DEPTH_TEST);
+
+ /* make the gears */
+ gear1 = GL11.glGenLists(1);
+ GL11.glNewList(gear1, GL11.GL_COMPILE);
+ GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, red);
+ gear(1.0f, 4.0f, 1.0f, 20, 0.7f);
+ GL11.glEndList();
+
+ gear2 = GL11.glGenLists(1);
+ GL11.glNewList(gear2, GL11.GL_COMPILE);
+ GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, green);
+ gear(0.5f, 2.0f, 2.0f, 10, 0.7f);
+ GL11.glEndList();
+
+ gear3 = GL11.glGenLists(1);
+ GL11.glNewList(gear3, GL11.GL_COMPILE);
+ GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, blue);
+ gear(1.3f, 2.0f, 0.5f, 10, 0.7f);
+ GL11.glEndList();
+
+ GL11.glEnable(GL11.GL_NORMALIZE);
+
+ GL11.glMatrixMode(GL11.GL_PROJECTION);
+
+ System.err.println("GL_VENDOR: " + GL11.glGetString(GL11.GL_VENDOR));
+ System.err.println("GL_RENDERER: " + GL11.glGetString(GL11.GL_RENDERER));
+ System.err.println("GL_VERSION: " + GL11.glGetString(GL11.GL_VERSION));
+ System.err.println();
+ System.err.println("glLoadTransposeMatrixfARB() supported: " + GLContext.GL_ARB_transpose_matrix);
+ if (!GLContext.GL_ARB_transpose_matrix) {
+ // --- not using extensions
+ GL11.glLoadIdentity();
+ } else {
+ // --- using extensions
+ final FloatBuffer identityTranspose = BufferUtils.createFloatBuffer(16).put(
+ new float[] { 1, 0, 0, 0, 0, 1, 0, 0,
+ 0, 0, 1, 0, 0, 0, 0, 1});
+ identityTranspose.flip();
+ ARBTransposeMatrix.glLoadTransposeMatrixARB(identityTranspose);
+ }
+
+ float h = (float) 300 / (float) 300;
+ GL11.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
+ GL11.glMatrixMode(GL11.GL_MODELVIEW);
+ GL11.glLoadIdentity();
+ GL11.glTranslatef(0.0f, 0.0f, -40.0f);
+ }
+
+ /**
+ * Draw a gear wheel. You'll probably want to call this function when
+ * building a display list since we do a lot of trig here.
+ *
+ * @param inner_radius radius of hole at center
+ * @param outer_radius radius at center of teeth
+ * @param width width of gear
+ * @param teeth number of teeth
+ * @param tooth_depth depth of tooth
+ */
+ private void gear(float inner_radius, float outer_radius, float width, int teeth, float tooth_depth) {
+ int i;
+ float r0, r1, r2;
+ float angle, da;
+ float u, v, len;
+
+ r0 = inner_radius;
+ r1 = outer_radius - tooth_depth / 2.0f;
+ r2 = outer_radius + tooth_depth / 2.0f;
+
+ da = 2.0f * (float) Math.PI / teeth / 4.0f;
+
+ GL11.glShadeModel(GL11.GL_FLAT);
+
+ GL11.glNormal3f(0.0f, 0.0f, 1.0f);
+
+ /* draw front face */
+ GL11.glBegin(GL11.GL_QUAD_STRIP);
+ for (i = 0; i <= teeth; i++) {
+ angle = i * 2.0f * (float) Math.PI / teeth;
+ GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
+ GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
+ if (i < teeth) {
+ GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
+ GL11.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da),
+ width * 0.5f);
+ }
+ }
+ GL11.glEnd();
+
+ /* draw front sides of teeth */
+ GL11.glBegin(GL11.GL_QUADS);
+ for (i = 0; i < teeth; i++) {
+ angle = i * 2.0f * (float) Math.PI / teeth;
+ GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
+ GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f);
+ GL11.glVertex3f(r2 * (float) Math.cos(angle + 2.0f * da), r2 * (float) Math.sin(angle + 2.0f * da), width * 0.5f);
+ GL11.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f);
+ }
+ GL11.glEnd();
+
+ /* draw back face */
+ GL11.glBegin(GL11.GL_QUAD_STRIP);
+ for (i = 0; i <= teeth; i++) {
+ angle = i * 2.0f * (float) Math.PI / teeth;
+ GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
+ GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
+ GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
+ GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
+ }
+ GL11.glEnd();
+
+ /* draw back sides of teeth */
+ GL11.glBegin(GL11.GL_QUADS);
+ for (i = 0; i < teeth; i++) {
+ angle = i * 2.0f * (float) Math.PI / teeth;
+ GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
+ GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f);
+ GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f);
+ GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
+ }
+ GL11.glEnd();
+
+ /* draw outward faces of teeth */
+ GL11.glBegin(GL11.GL_QUAD_STRIP);
+ for (i = 0; i < teeth; i++) {
+ angle = i * 2.0f * (float) Math.PI / teeth;
+ GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
+ GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
+ u = r2 * (float) Math.cos(angle + da) - r1 * (float) Math.cos(angle);
+ v = r2 * (float) Math.sin(angle + da) - r1 * (float) Math.sin(angle);
+ len = (float) Math.sqrt(u * u + v * v);
+ u /= len;
+ v /= len;
+ GL11.glNormal3f(v, -u, 0.0f);
+ GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f);
+ GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f);
+ GL11.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f);
+ GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), width * 0.5f);
+ GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f);
+ u = r1 * (float) Math.cos(angle + 3 * da) - r2 * (float) Math.cos(angle + 2 * da);
+ v = r1 * (float) Math.sin(angle + 3 * da) - r2 * (float) Math.sin(angle + 2 * da);
+ GL11.glNormal3f(v, -u, 0.0f);
+ GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), width * 0.5f);
+ GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
+ GL11.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f);
+ }
+ GL11.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), width * 0.5f);
+ GL11.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), -width * 0.5f);
+ GL11.glEnd();
+
+ GL11.glShadeModel(GL11.GL_SMOOTH);
+
+ /* draw inside radius cylinder */
+ GL11.glBegin(GL11.GL_QUAD_STRIP);
+ for (i = 0; i <= teeth; i++) {
+ angle = i * 2.0f * (float) Math.PI / teeth;
+ GL11.glNormal3f(-(float) Math.cos(angle), -(float) Math.sin(angle), 0.0f);
+ GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
+ GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
+ }
+ GL11.glEnd();
+ }
+}
\ No newline at end of file