Best code examples for Java 8 GL10 class (javax.microedition.khronos.opengles.GL10)

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Java 8 GL10 examples from Open Source projects
This code example shows how to use the following methods: glDisable, glDisableClientState
114:	gl.glDisable(GL10.GL_TEXTURE_2D); 
115:	gl.glDisableClientState(GL10.GL_COLOR_ARRAY); 
116:	gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); 
117:	gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); 
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This code example shows how to use the following methods: glClearColor, glClearDepthf, glDepthFunc, glEnable, glHint
48:	gl.glShadeModel(GL10.GL_SMOOTH); // Enable Smooth Shading 
49:	gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background 
50:	gl.glClearDepthf(1.0f); // Depth Buffer Setup 
51:	gl.glEnable(GL10.GL_DEPTH_TEST); // Enables Depth Testing 
52:	gl.glDepthFunc(GL10.GL_LEQUAL); // The Type Of Depth Testing To Do 
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55:	gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); 
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This code example shows how to use the following methods: glDrawElements, glEnable, glFrontFace, glTexCoordPointer, glVertexPointer
228:	gl.glFrontFace(GL10.GL_CCW); 
229:	gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mFVertexBuffer); 
230:	gl.glEnable(GL10.GL_TEXTURE_2D); 
231:	gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer); 
232:	gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, VERTS, 
Full Snippet Info
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This code example shows how to use the following methods: glClearColor, glDisable, glEnable, glHint, glShadeModel
87:	gl.glDisable(GL10.GL_DITHER); 
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93:	gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, 
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99:	gl.glClearColor(1,1,1,1); 
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101:	gl.glEnable(GL10.GL_CULL_FACE); 
102:	gl.glShadeModel(GL10.GL_SMOOTH); 
103:	gl.glEnable(GL10.GL_DEPTH_TEST); 
Full Snippet Info
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This code example shows how to use the following methods: glColorPointer, glDrawElements, glEnable, glFrontFace, glShadeModel
204:	gl.glEnable(GL10.GL_CULL_FACE); 
205:	gl.glFrontFace(GL10.GL_CW); 
206:	gl.glShadeModel(GL10.GL_SMOOTH); 
207:	gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); 
208:	gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); 
209:	gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); 
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This code example shows how to use the following methods: glClearColor, glDisable, glEnable, glEnableClientState, glShadeModel
147:	gl.glDisable(GL10.GL_DITHER); 
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153:	gl.glClearColor(1,1,1,1); 
154:	gl.glEnable(GL10.GL_CULL_FACE); 
155:	gl.glShadeModel(GL10.GL_SMOOTH); 
156:	gl.glEnable(GL10.GL_DEPTH_TEST); 
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162:	gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); 
163:	gl.glEnableClientState(GL10.GL_COLOR_ARRAY); 
Full Snippet Info
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This code example shows how to use the following methods: glBindTexture, glGenTextures, glTexImage2D, glTexParameterf, glTexParameterx
177:	gl.glGenTextures(1, textures, 0); 
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179:	gl.glBindTexture(GL10.GL_TEXTURE_2D, texture); 
180:	gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, width, height, 0, 
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182:	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, 
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184:	gl.glTexParameterf(GL10.GL_TEXTURE_2D, 
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187:	gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, 
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189:	gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, 
Full Snippet Info
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This code example shows how to use the following methods: glClientActiveTexture, glBindBuffer, glTexCoordPointer, glVertexPointer
166:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertBufferIndex); 
167:	gl11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0); 
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169:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mTextureCoordBufferIndex); 
170:	gl11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); 
171:	gl11.glClientActiveTexture(GL11.GL_TEXTURE1); 
172:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mSecTextureCoordBufferIndex); 
173:	gl11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); 
174:	gl11.glClientActiveTexture(GL11.GL_TEXTURE0); 
175:	gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBufferIndex); 
Full Snippet Info
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This code example shows how to use the following methods: glDisableClientState, glDrawElements, glEnable, glEnableClientState, glTexCoordPointer
116:	gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); 
117:	gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); 
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120:	gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); 
121:	gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer); 
122:	gl.glEnable(GL10.GL_TEXTURE_2D); 
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128:	gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, 
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130:	gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); 
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This code example shows how to use the following methods: glFrustumf, glLoadIdentity, glMatrixMode, glViewport
243:	gl.glViewport(0, 0, w, h); 
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253:	gl.glMatrixMode(GL10.GL_PROJECTION); 
254:	gl.glLoadIdentity(); 
255:	gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); 
256:	mProjector.getCurrentProjection(gl); 
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This code example shows how to use the following methods: glFrustumf, glLoadIdentity, glMatrixMode, glViewport
105:	gl.glViewport(0, 0, w, h); 
106:	gl.glMatrixMode(GL10.GL_PROJECTION); 
107:	gl.glLoadIdentity(); 
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109:	gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); 
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This code example shows how to use the following methods: glColorPointer, glDrawElements, glFrontFace, glVertexPointer
91:	gl.glFrontFace(GL10.GL_CW); 
92:	gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer); 
93:	gl.glColorPointer(4, GL10.GL_FIXED, 0, mColorBuffer); 
94:	gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); 
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This code example shows how to use the following methods: glDisableClientState, glEnableClientState
208:	gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); 
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214:	gl.glEnableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES); 
215:	gl.glEnableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES); 
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222:	gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); 
223:	gl.glDisableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES); 
224:	gl.glDisableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES); 
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This code example shows how to use the following methods: glDrawElements, glEnable, glFrontFace, glTexCoordPointer, glVertexPointer
326:	gl.glFrontFace(GL10.GL_CCW); 
327:	gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mFVertexBuffer); 
328:	gl.glEnable(GL10.GL_TEXTURE_2D); 
329:	gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer); 
330:	gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, VERTS, 
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This code example shows how to use the following methods: glBindTexture, glGenTextures, glTexEnvf, glTexParameterf
83:	gl.glGenTextures(1, textures, 0); 
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85:	gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); 
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88:	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, 
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90:	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, 
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93:	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, 
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95:	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, 
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98:	gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, 
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This code example shows how to use the following methods: glFrustumf, glLoadIdentity, glMatrixMode, glViewport
155:	gl.glViewport(0, 0, w, h); 
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164:	gl.glMatrixMode(GL10.GL_PROJECTION); 
165:	gl.glLoadIdentity(); 
166:	gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); 
Full Snippet Info
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This code example shows how to use the following methods: glActiveTexture, glDisable, glFrustumf, glLoadIdentity, glMatrixMode
77:	gl.glViewport(0, 0, width, height); 
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86:	gl.glMatrixMode(GL10.GL_PROJECTION); 
87:	gl.glLoadIdentity(); 
88:	gl.glFrustumf(-ratio, ratio, -1, 1, 2, 12); 
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95:	gl.glDisable(GL10.GL_DITHER); 
96:	gl.glActiveTexture(GL10.GL_TEXTURE0); 
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This code example shows how to use the following methods: glClearColor, glClearDepthf, glDepthFunc, glDisable, glEnable
75:	gl.glDisable(GL10.GL_DITHER); 
76:	gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); 
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78:	gl.glClearColor(0,0,0,0); 
79:	gl.glEnable(GL10.GL_CULL_FACE); 
80:	gl.glShadeModel(GL10.GL_SMOOTH); 
81:	gl.glEnable(GL10.GL_DEPTH_TEST); 
82:	gl.glDepthFunc(GL10.GL_LEQUAL); 
83:	gl.glClearDepthf(1.0f); 
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This code example shows how to use the following methods: glColorPointer, glEnableClientState, glNormalPointer, glTexCoordPointer, glVertexPointer
136:	gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); // Enable Position in Vertices 
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138:	gl.glVertexPointer(positionCnt, GL10.GL_FLOAT, vertexSize, vertices);  // Set Vertex Pointer 
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141:	gl.glEnableClientState(GL10.GL_COLOR_ARRAY);  // Enable Color in Vertices 
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143:	gl.glColorPointer(COLOR_CNT, GL10.GL_FLOAT, vertexSize, vertices);  // Set Color Pointer 
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147:	gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);  // Enable Texture Coords in Vertices 
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149:	gl.glTexCoordPointer(TEXCOORD_CNT, GL10.GL_FLOAT, vertexSize, vertices);  // Set Texture Coords Pointer 
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153:	gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);  // Enable Normals in Vertices 
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155:	gl.glNormalPointer(GL10.GL_FLOAT, vertexSize, vertices);  // Set Normals Pointer 
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This code example shows how to use the following methods: glClearColor, glDisable, glEnable, glHint, glShadeModel
88:	gl.glDisable(GL10.GL_DITHER); 
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94:	gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, 
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100:	gl.glClearColor(1,1,1,1); 
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102:	gl.glEnable(GL10.GL_CULL_FACE); 
103:	gl.glShadeModel(GL10.GL_SMOOTH); 
104:	gl.glEnable(GL10.GL_DEPTH_TEST); 
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This code example shows how to use the following methods: glBindTexture, glGenTextures, glTexParameterf, glTexParameteri, glTexParameteriv
111:	gl.glGenTextures(1, textureIdOut, 0); 
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117:	gl.glBindTexture(GL11.GL_TEXTURE_2D, textureId); 
118:	gl.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP_TO_EDGE); 
119:	gl.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP_TO_EDGE); 
120:	gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); 
121:	gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); 
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147:	gl.glBindTexture(GL11.GL_TEXTURE_2D, textureId); 
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154:	gl.glTexParameteriv(GL11.GL_TEXTURE_2D, GL11Ext.GL_TEXTURE_CROP_RECT_OES, cropRect, 0); 
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This code example shows how to use the following methods: glClientActiveTexture, glBindBuffer, glTexCoordPointer, glVertexPointer
166:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertBufferIndex); 
167:	gl11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0); 
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169:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mTextureCoordBufferIndex); 
170:	gl11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); 
171:	gl11.glClientActiveTexture(GL11.GL_TEXTURE1); 
172:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mSecTextureCoordBufferIndex); 
173:	gl11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); 
174:	gl11.glClientActiveTexture(GL11.GL_TEXTURE0); 
175:	gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBufferIndex); 
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This code example shows how to use the following methods: glFrustumf, glLoadIdentity, glMatrixMode, glViewport
141:	gl.glViewport(0, 0, width, height); 
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144:	gl.glMatrixMode(GL10.GL_PROJECTION); 
145:	gl.glLoadIdentity(); 
146:	gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); 
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This code example shows how to use the following methods: glDrawElements, glEnable, glFrontFace, glTexCoordPointer, glVertexPointer
150:	gl.glFrontFace(GL10.GL_CCW); 
151:	gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mFVertexBuffer); 
152:	gl.glEnable(GL10.GL_TEXTURE_2D); 
153:	gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer); 
154:	gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 24, GL10.GL_UNSIGNED_SHORT, mIndexBuffer); 
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This code example shows how to use the following methods: glFrustumf, glLoadIdentity, glMatrixMode, glViewport
369:	gl.glViewport(0, 0, w, h); 
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378:	gl.glMatrixMode(GL10.GL_PROJECTION); 
379:	gl.glLoadIdentity(); 
380:	gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); 
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This code example shows how to use the following methods: glDisableClientState, glDrawElements, glEnable, glEnableClientState, glTexCoordPointer
116:	gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); 
117:	gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); 
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120:	gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); 
121:	gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer); 
122:	gl.glEnable(GL10.GL_TEXTURE_2D); 
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128:	gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, 
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130:	gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); 
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This code example shows how to use the following methods: gluPerspective, glLoadIdentity, glMatrixMode, glViewport
175:	gl.glViewport(0, 0, width, height); // Reset The Current Viewport 
176:	gl.glMatrixMode(GL10.GL_PROJECTION); // Select The Projection Matrix 
177:	gl.glLoadIdentity(); // Reset The Projection Matrix 
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180:	GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f); 
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182:	gl.glMatrixMode(GL10.GL_MODELVIEW); // Select The Modelview Matrix 
183:	gl.glLoadIdentity(); // Reset The Modelview Matrix 
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This code example shows how to use the following methods: glClearColor, glDisable, glEnable, glHint, glShadeModel
88:	gl.glDisable(GL10.GL_DITHER); 
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94:	gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, 
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100:	gl.glClearColor(1,1,1,1); 
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102:	gl.glEnable(GL10.GL_CULL_FACE); 
103:	gl.glShadeModel(GL10.GL_SMOOTH); 
104:	gl.glEnable(GL10.GL_DEPTH_TEST); 
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This code example shows how to use the following methods: glBindTexture, glGenTextures, glGetError, glTexEnvf, glTexParameterf
232:	gl.glGenTextures(1, mTextureNameWorkspace, 0); 
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235:	gl.glBindTexture(GL10.GL_TEXTURE_2D, textureName); 
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237:	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); 
238:	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); 
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240:	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); 
241:	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); 
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243:	gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); 
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270:	int error = gl.glGetError(); 
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This code example shows how to use the following methods: glColorPointer, glDrawElements, glFrontFace, glVertexPointer
91:	gl.glFrontFace(gl.GL_CW); 
92:	gl.glVertexPointer(3, gl.GL_FIXED, 0, mVertexBuffer); 
93:	gl.glColorPointer(4, gl.GL_FIXED, 0, mColorBuffer); 
94:	gl.glDrawElements(gl.GL_TRIANGLES, 36, gl.GL_UNSIGNED_BYTE, mIndexBuffer); 
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This code example shows how to use the following methods: glDisableClientState, glDrawElements, glEnable, glEnableClientState, glTexCoordPointer
113:	gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); 
114:	gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); 
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117:	gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); 
118:	gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer); 
119:	gl.glEnable(GL10.GL_TEXTURE_2D); 
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125:	gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, 
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127:	gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); 
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This code example shows how to use the following methods: glClearColor, glDisable, glEnable, glHint, glShadeModel
87:	gl.glDisable(GL10.GL_DITHER); 
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93:	gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, 
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99:	gl.glClearColor(1,1,1,1); 
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101:	gl.glEnable(GL10.GL_CULL_FACE); 
102:	gl.glShadeModel(GL10.GL_SMOOTH); 
103:	gl.glEnable(GL10.GL_DEPTH_TEST); 
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This code example shows how to use the following methods: glFrustumf, glLoadIdentity, glMatrixMode, glViewport
76:	gl.glMatrixMode(GL10.GL_PROJECTION); 
77:	gl.glLoadIdentity(); 
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86:	gl.glFrustumf(fl, fr, fb, ft, 1.0f, 2000.0f); 
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89:	gl.glMatrixMode(GL10.GL_MODELVIEW); 
90:	gl.glLoadIdentity(); 
91:	gl.glViewport(0, 0, w, h); 
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This code example shows how to use the following methods: glLoadIdentity, glMatrixMode, glOrthof, glViewport
96:	gl.glViewport(0, 0, width, height); 
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99:	gl.glMatrixMode(GL10.GL_PROJECTION);        // Activate Projection Matrix 
100:	gl.glLoadIdentity();                            // Load Identity Matrix 
101:	gl.glOrthof(                                    // Set Ortho Projection (Left,Right,Bottom,Top,Front,Back) 
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This code example shows how to use the following methods: glFrustumf, glLoadIdentity, glMatrixMode, glViewport
92:	gl.glViewport(0, 0, w, h); 
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101:	gl.glMatrixMode(GL10.GL_PROJECTION); 
102:	gl.glLoadIdentity(); 
103:	gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); 
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This code example shows how to use the following methods: glClearColor, glDisable, glEnable, glHint, glShadeModel
88:	gl.glDisable(GL10.GL_DITHER); 
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94:	gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, 
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100:	gl.glClearColor(1,1,1,1); 
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102:	gl.glEnable(GL10.GL_CULL_FACE); 
103:	gl.glShadeModel(GL10.GL_SMOOTH); 
104:	gl.glEnable(GL10.GL_DEPTH_TEST); 
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This code example shows how to use the following methods: glClearColor, glDisable, glEnable, glHint, glShadeModel
88:	gl.glDisable(GL10.GL_DITHER); 
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94:	gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, 
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100:	gl.glClearColor(1,1,1,1); 
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102:	gl.glEnable(GL10.GL_CULL_FACE); 
103:	gl.glShadeModel(GL10.GL_SMOOTH); 
104:	gl.glEnable(GL10.GL_DEPTH_TEST); 
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This code example shows how to use the following methods: glDrawArrays, glBindBuffer, glColorPointer, glDrawElements, glVertexPointer
354:	gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, vertexVbo); 
355:	gl.glVertexPointer(3, GL10.GL_FLOAT, 0, 0); 
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357:	gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, colorVbo); 
358:	gl.glColorPointer(4, GL10.GL_UNSIGNED_BYTE, 0, 0); 
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360:	gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); 
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363:	gl.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, vertexElementVbo); 
364:	gl.glDrawElements(GL10.GL_LINE_STRIP, n * n, GL10.GL_UNSIGNED_SHORT, 0); 
365:	gl.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); 
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372:	gl.glDrawArrays(GL10.GL_LINE_STRIP, 0, N2); 
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This code example shows how to use the following methods: glClearColor, glDisable, glEnable, glHint, glShadeModel
157:	gl.glDisable(GL10.GL_DITHER); 
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163:	gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, 
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167:	gl.glClearColor(1,1,1,1); 
168:	gl.glEnable(GL10.GL_CULL_FACE); 
169:	gl.glShadeModel(GL10.GL_SMOOTH); 
170:	gl.glEnable(GL10.GL_DEPTH_TEST); 
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This code example shows how to use the following methods: glTexEnvf, glTexParameterf
23:	id = GLHelper.loadTexture(gl, bitmap); 
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25:	gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, 
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28:	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, 
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30:	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, 
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33:	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, 
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35:	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, 
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