Code examples for GL11

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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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210:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); 
211:	gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0); 
212:	gl11.glTexCoordPointer(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_TEXTURE_BUFFER_INDEX_OFFSET * FLOAT_SIZE); 
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220:	gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); 
221:	gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0); 
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225:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); 
226:	gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); 
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185:	gl11.glGenBuffers(2, vboIds, 0); 
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190:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); 
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192:	gl11.glBufferData(GL11.GL_ARRAY_BUFFER, mVertexByteBuffer.capacity(), mVertexByteBuffer, GL11.GL_STATIC_DRAW); 
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194:	gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); 
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196:	gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity() * CHAR_SIZE, mIndexBuffer, GL11.GL_STATIC_DRAW); 
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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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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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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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131:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertBufferIndex); 
132:	gl11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0); 
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134:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mTextureCoordBufferIndex); 
135:	gl11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); 
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137:	gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBufferIndex); 
138:	gl11.glDrawElements(GL11.GL_TRIANGLES, mIndexCount, GL11.GL_UNSIGNED_SHORT, 0); 
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140:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); 
141:	gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); 
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367:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); 
368:	gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0); 
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371:	gl11.glNormalPointer(GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_NORMAL_BUFFER_INDEX_OFFSET * FLOAT_SIZE); 
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373:	gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); 
374:	gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0); 
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377:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); 
378:	gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); 
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358:	gl11.glGenBuffers(1, buffer, 0); 
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360:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertBufferIndex); 
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364:	gl11.glBufferData(GL11.GL_ARRAY_BUFFER, vertexSize, mVertexBuffer, bufferType); 
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367:	gl11.glGenBuffers(1, buffer, 0); 
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369:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mOverlayTextureCoordBufferIndex); 
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372:	gl11.glBufferData(GL11.GL_ARRAY_BUFFER, texCoordSize, mOverlayTexCoordBuffer, bufferType); 
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374:	gl11.glGenBuffers(1, buffer, 0); 
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376:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBaseTextureCoordBufferIndex); 
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378:	gl11.glBufferData(GL11.GL_ARRAY_BUFFER, texCoordSize, mBaseTexCoordBuffer, bufferType); 
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381:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); 
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384:	gl11.glGenBuffers(1, buffer, 0); 
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386:	gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBufferIndex); 
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390:	gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, indexSize, mIndexBuffer, GL11.GL_STATIC_DRAW); 
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393:	gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); 
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214:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); 
215:	gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0); 
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217:	gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); 
218:	gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0); 
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220:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); 
221:	gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); 
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131:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertBufferIndex); 
132:	gl11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0); 
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134:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mTextureCoordBufferIndex); 
135:	gl11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); 
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137:	gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBufferIndex); 
138:	gl11.glDrawElements(GL11.GL_TRIANGLES, mIndexCount, GL11.GL_UNSIGNED_SHORT, 0); 
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140:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); 
141:	gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); 
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367:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); 
368:	gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0); 
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371:	gl11.glNormalPointer(GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_NORMAL_BUFFER_INDEX_OFFSET * FLOAT_SIZE); 
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373:	gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); 
374:	gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0); 
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377:	gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); 
378:	gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); 
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