gt:             for (y = v + l; y < v + l + h; y++) {
context: /**
   Copyright 2012-2013 John Cummens (aka Shadowmage, Shadowmage4513)
   This software is distributed under the terms of the GNU General Public License.
   Please see COPYING for precise license information.
  
   This file is part of Ancient Warfare.
  
   Ancient Warfare is free software: you can redistribute it and/or modify
   it under the terms of the GNU General Public License as published by
   the Free Software Foundation, either version 3 of the License, or
   (at your option) any later version.
  
   Ancient Warfare is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.
  
   You should have received a copy of the GNU General Public License
   along with Ancient Warfare.  If not, see <http://www.gnu.org/licenses/>.
   */
  package net.shadowmage.ancientwarfare.core.model;
  
  import net.shadowmage.ancientwarfare.core.util.StringTools;
  import org.lwjgl.opengl.GL11;
  
  import java.awt.image.BufferedImage;
  import java.util.ArrayList;
  
  public class PrimitiveBox extends Primitive {
      float x1, y1, z1, x2, y2, z2;//extends of bounding box in local space (post rotation) -- used for w/l/h for boxes
  
      public PrimitiveBox(ModelPiece parent) {
          super(parent);
      }
  
      public float x1() {
          return x1;
      }
  
      public float y1() {
          return y1;
      }
  
      public float z1() {
          return z1;
      }
  
      public float width() {
          return x2 - x1;
      }
  
      public float height() {
          return y2 - y1;
      }
  
      public float length() {
          return z2 - z1;
      }
  
      public PrimitiveBox(ModelPiece parent, float x1, float y1, float z1, float x2, float y2, float z2, float rx, float ry, float rz, float tx, float ty) {
          this(parent);
          this.x1 = x1;
          this.y1 = y1;
          this.z1 = z1;
          this.x2 = x2;
          this.y2 = y2;
          this.z2 = z2;
          this.rx = rx;
          this.ry = ry;
          this.rz = rz;
          this.setTx(tx);
          this.setTy(ty);
      }
  
      public void setBounds(float x1, float y1, float z1, float width, float height, float length) {
          this.x1 = x1;
          this.x2 = x1 + width;
          this.y1 = y1;
          this.y2 = y1 + height;
          this.z1 = z1;
          this.z2 = z1 + length;
      }
  
      @Override
      public Primitive copy() {
          PrimitiveBox box = new PrimitiveBox(parent);
          box.setBounds(x1, y1, z1, x2 - x1, y2 - y1, z2 - z1);
          box.setOrigin(x, y, z);
          box.setRotation(rx, ry, rz);
          box.setTx(tx());
          box.setTy(ty());
          return box;
      }
  
      @Override
      protected void renderPrimitive(float tw, float th) {
          float px = 1.f / tw;
          float py = 1.f / th;
          float w = (float) Math.ceil((x2 - x1) * 16.f);
          float h = (float) Math.ceil((y2 - y1) * 16.f);
          float l = (float) Math.ceil((z2 - z1) * 16.f);
          float ty = this.ty();
          float tx = this.tx();
  
          float tx1, ty1, tx2, ty2;
          if (w < 1) {
              w = 1;
          }
          if (h < 1) {
              h = 1;
          }
          if (l < 1) {
              l = 1;
          }
  
  //render the cube. only called a single time when building the display list for a piece
          if (rx != 0) {
              GL11.glRotatef(rx, 1, 0, 0);
          }
          if (ry != 0) {
              GL11.glRotatef(ry, 0, 1, 0);
          }
          if (rz != 0) {
              GL11.glRotatef(rz, 0, 0, 1);
          }
  
          GL11.glBegin(GL11.GL_QUADS);
  
          //front side
          tx1 = (tx + l) * px;
          ty1 = (th - (ty + l + h)) * py;
          tx2 = (tx + l + w) * px;
          ty2 = (th - (ty + l)) * py;
          ty1 = 1.f - ty1;
          ty2 = 1.f - ty2;
          GL11.glNormal3f(0, 0, 1);
          GL11.glTexCoord2f(tx1, ty1);
          GL11.glVertex3f(x1, y1, z2);
          GL11.glTexCoord2f(tx2, ty1);
          GL11.glVertex3f(x2, y1, z2);
          GL11.glTexCoord2f(tx2, ty2);
          GL11.glVertex3f(x2, y2, z2);
          GL11.glTexCoord2f(tx1, ty2);
          GL11.glVertex3f(x1, y2, z2);
  
          ////rear side
          tx1 = (tx + l + l + w) * px;
          ty1 = (th - (ty + l + h)) * py;
          tx2 = (tx + l + w + l + w) * px;
          ty2 = (th - (ty + l)) * py;
          ty1 = 1.f - ty1;
          ty2 = 1.f - ty2;
          GL11.glNormal3f(0, 0, -1);
          GL11.glTexCoord2f(tx1, ty1);
          GL11.glVertex3f(x2, y1, z1);
          GL11.glTexCoord2f(tx2, ty1);
          GL11.glVertex3f(x1, y1, z1);
          GL11.glTexCoord2f(tx2, ty2);
          GL11.glVertex3f(x1, y2, z1);
          GL11.glTexCoord2f(tx1, ty2);
          GL11.glVertex3f(x2, y2, z1);
  
          //right side
          tx1 = (tx + l + w) * px;
          ty1 = (th - (ty + l + h)) * py;
          tx2 = (tx + l + w + l) * px;
          ty2 = (th - (ty + l)) * py;
          ty1 = 1.f - ty1;
          ty2 = 1.f - ty2;
          GL11.glNormal3f(-1, 0, 0);
          GL11.glTexCoord2f(tx1, ty1);
          GL11.glVertex3f(x1, y1, z1);
          GL11.glTexCoord2f(tx2, ty1);
          GL11.glVertex3f(x1, y1, z2);
          GL11.glTexCoord2f(tx2, ty2);
          GL11.glVertex3f(x1, y2, z2);
          GL11.glTexCoord2f(tx1, ty2);
          GL11.glVertex3f(x1, y2, z1);
  
  //  //left side
          tx1 = (tx) * px;
          ty1 = (th - (ty + l + h)) * py;
          tx2 = (tx + l) * px;
          ty2 = (th - (ty + l)) * py;
          ty1 = 1.f - ty1;
          ty2 = 1.f - ty2;
          GL11.glNormal3f(1, 0, 0);
          GL11.glTexCoord2f(tx1, ty1);
          GL11.glVertex3f(x2, y1, z2);
          GL11.glTexCoord2f(tx2, ty1);
          GL11.glVertex3f(x2, y1, z1);
          GL11.glTexCoord2f(tx2, ty2);
          GL11.glVertex3f(x2, y2, z1);
          GL11.glTexCoord2f(tx1, ty2);
          GL11.glVertex3f(x2, y2, z2);
  
  //  //top side
          tx1 = (tx + l) * px;
          ty1 = (th - (ty + l)) * py;
          tx2 = (tx + l + w) * px;
          ty2 = (th - (ty)) * py;
          ty1 = 1.f - ty1;
          ty2 = 1.f - ty2;
          GL11.glNormal3f(0, 1, 0);
          GL11.glTexCoord2f(tx1, ty1);
          GL11.glVertex3f(x2, y2, z1);
          GL11.glTexCoord2f(tx2, ty1);
          GL11.glVertex3f(x1, y2, z1);
          GL11.glTexCoord2f(tx2, ty2);
          GL11.glVertex3f(x1, y2, z2);
          GL11.glTexCoord2f(tx1, ty2);
          GL11.glVertex3f(x2, y2, z2);
  
  //  //bottom side
          tx1 = (tx + l + w) * px;
          ty1 = (th - (ty + l)) * py;
          tx2 = (tx + l + w + w) * px;
          ty2 = (th - (ty)) * py;
          ty1 = 1.f - ty1;
          ty2 = 1.f - ty2;
          GL11.glNormal3f(0, -1, 0);
          GL11.glTexCoord2f(tx1, ty1);
          GL11.glVertex3f(x2, y1, z2);
          GL11.glTexCoord2f(tx2, ty1);
          GL11.glVertex3f(x1, y1, z2);
          GL11.glTexCoord2f(tx2, ty2);
          GL11.glVertex3f(x1, y1, z1);
          GL11.glTexCoord2f(tx1, ty2);
          GL11.glVertex3f(x2, y1, z1);
  
          GL11.glEnd();
      }
  
      @Override
      public void addPrimitiveLines(ArrayList<String> lines) {
          StringBuilder b = new StringBuilder("box=").append(parent.getName()).append(",");
          b.append(x).append(",").append(y).append(",").append(z).append(",").append(rx).append(",").append(ry).append(",").append(rz).append(",").append(tx()).append(",").append(ty()).append(",");
          b.append(x1).append(",").append(y1).append(",").append(z1).append(",").append(x2).append(",").append(y2).append(",").append(z2);
          lines.add(b.toString());
      }
  
      @Override
      public void readFromLine(String[] lineBits) {
  //  String parent = lineBits[0];
          x = StringTools.safeParseFloat(lineBits[1]);
          y = StringTools.safeParseFloat(lineBits[2]);
          z = StringTools.safeParseFloat(lineBits[3]);
          rx = StringTools.safeParseFloat(lineBits[4]);
          ry = StringTools.safeParseFloat(lineBits[5]);
          rz = StringTools.safeParseFloat(lineBits[6]);
          setTx(StringTools.safeParseFloat(lineBits[7]));
          setTy(StringTools.safeParseFloat(lineBits[8]));
          x1 = StringTools.safeParseFloat(lineBits[9]);
          y1 = StringTools.safeParseFloat(lineBits[10]);
          z1 = StringTools.safeParseFloat(lineBits[11]);
          x2 = StringTools.safeParseFloat(lineBits[12]);
          y2 = StringTools.safeParseFloat(lineBits[13]);
          z2 = StringTools.safeParseFloat(lineBits[14]);
      }
  
      @Override
      public void addUVMapToImage(BufferedImage image) {
          int u = (int) tx();
          int v = (int) ty();
          int w = (int) (Math.ceil(x2 * 16 - x1 * 16));
          int h = (int) (Math.ceil(y2 * 16 - y1 * 16));
          int l = (int) (Math.ceil(z2 * 16 - z1 * 16));
  
          if (w < 1) {
              w = 1;
          }
          if (h < 1) {
              h = 1;
          }
          if (l < 1) {
              l = 1;
          }
  
          int x, y;
          /**
           * front face
           */
          for (x = u + l; x < u + l + w; x++) {
              for (y = v + l; y < v + l + h; y++) {
                  setImagePixel(image, x, y, 0xffff0000);
              }
          }
          //left face
          for (x = u; x < u + l; x++) {
  