Code examples for GL10

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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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100:	gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); 
101:	gl.glEnableClientState(GL10.GL_COLOR_ARRAY); 
102:	gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); 
103:	gl.glEnable(GL10.GL_TEXTURE_2D); 
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83:	gl.glViewport(0, 0, width, height); // Reset The Current Viewport 
84:	gl.glMatrixMode(GL10.GL_PROJECTION); // Select The Projection Matrix 
85:	gl.glLoadIdentity(); // Reset The Projection Matrix 
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88:	GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 
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91:	gl.glMatrixMode(GL10.GL_MODELVIEW); // Select The Modelview Matrix 
92:	gl.glLoadIdentity(); // Reset The Modelview Matrix 
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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, 
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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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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); 
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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, 
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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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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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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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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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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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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); 
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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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