gl.glBindTexture(GL10.GL_TEXTURE_2D, textureName); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
@Override public void glBindTexture(int target, int texture) { mGL.glBindTexture(target, texture); }
public void glBindTexture(int target, int texture) { mgl.glBindTexture(target, texture); }
public void glBindTexture(int target, int texture) { mgl.glBindTexture(target, texture); }
public void glBindTexture(int target, int texture) { mgl.glBindTexture(target, texture); }
public void flush() { if (nrects == 0) return; gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texCoords); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture_id); vertexBuffer.put(vertexes, 0, nrects * 12); vertexBuffer.position(0); gl.glDrawElements(GL10.GL_TRIANGLES, nrects * 6, GL10.GL_UNSIGNED_SHORT, indicies); nrects = 0; } };
public void flush() { if (nrects == 0) return; texSmallCoordsBuffer.put(texSmallCoords, 0, nrects * 8); texSmallCoordsBuffer.position(0); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texSmallCoordsBuffer); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture_id); vertexBuffer.put(vertexes, 0, nrects * 12); vertexBuffer.position(0); gl.glDrawElements(GL10.GL_TRIANGLES, nrects * 6, GL10.GL_UNSIGNED_SHORT, indicies); nrects = 0; } }
/** * Call to end adding labels. Must be called before drawing starts. * * @param gl */ public void endAdding(GL10 gl) { checkState(STATE_ADDING, STATE_INITIALIZED); gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, mBitmap, 0); // Reclaim storage used by bitmap and canvas. mBitmap.recycle(); mBitmap = null; mCanvas = null; }
/** * Call to end adding labels. Must be called before drawing starts. * * @param gl */ public void endAdding(GL10 gl) { checkState(STATE_ADDING, STATE_INITIALIZED); gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, mBitmap, 0); // Reclaim storage used by bitmap and canvas. mBitmap.recycle(); mBitmap = null; mCanvas = null; }
// Notice that I don't allocate the int[] at the beginning but use the one of the image protected void loadSingleTexture(GL10 gl, Image img, Bitmap bmp) { gl.glGenTextures(1, img.textureIds, 0); gl.glBindTexture(GL10.GL_TEXTURE_2D, img.textureIds[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0); gl.glFlush(); if (bmp != null) bmp.recycle(); }
public void flushNoDeps() { if (bitmap != null) { buildTexture(); } gl.glBindTexture(GL10.GL_TEXTURE_2D, textureid); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textTexCoords); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); textTexCoords.put(texCoords, 0, nrect * 8); vertexBuffer.put(vertexes, 0, nrect * 12); textTexCoords.position(0); vertexBuffer.position(0); gl.glDrawElements(GL10.GL_TRIANGLES, nrect * 6, GL10.GL_UNSIGNED_SHORT, indicies); nrect = 0; gl.glDisable(GL10.GL_BLEND); }
public void loadTextures(GL10 gl, Context context) { Log.e(LOG_TAG, "ExplosionSprite :: loadTextures"); mFrame = 0; InputStream is; Bitmap bitmap; is = context.getResources().openRawResource(R.drawable.a1); bitmap = BitmapFactory.decodeStream(is); try { is.close(); is = null; } catch (IOException e) { } gl.glGenTextures(TEXTURE_COUNT, textures, 0); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); }
public void loadTextures(GL10 gl, Context context) { Log.e(LOG_TAG, "ExplosionSprite :: loadTextures"); mFrame = 0; InputStream is; Bitmap bitmap; is = context.getResources().openRawResource(DRAW_SOURCE); bitmap = BitmapFactory.decodeStream(is); try { is.close(); is = null; } catch (IOException e) { } gl.glGenTextures(TEXTURE_COUNT, textures, 0); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); }
private int LoadTexture(Bitmap bitmap) { int texture_id = newTextureId(); // Bitmap bitmap = getBitmap(resid); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture_id); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); bitmap.recycle(); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); return texture_id; }
public void buildTexture() { if (build_x == x && build_y == y) return; build_x = x; build_y = y; gl.glBindTexture(GL10.GL_TEXTURE_2D, textureid); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); }
public void loadGLTexture(GL10 gl, Context context, int resourceId) { Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId); gl.glGenTextures(1, textures, 0); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.gltexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.gltexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); }
// Draw the cube public void draw(GL10 gl) { // ... //Enable vertex and texture client gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Enable texture-coords-array (NEW) gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texBuffer); // Define texture-coords buffer (NEW) // choose which texture to use on the cube int GL_id_slot = 0; if (main.imagenes == R.raw.imagen) GL_id_slot = 0; else if (main.imagenes == R.raw.imagen2) GL_id_slot = 1; gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[GL_id_slot]); //Draw all the faces // ... }
private int createTargetTexture(GL10 gl, int width, int height) { int texture; int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); texture = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, texture); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, width, height, 0, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, null); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); ; return texture; }
public void draw(GL10 gl) { //Bind our only previously generated texture in this case gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //Point to our buffers gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); //Set the face rotation gl.glFrontFace(GL10.GL_CCW); //Enable the vertex and texture state gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); //Draw the vertices as triangles, based on the Index Buffer information gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); }
protected void DrawBg(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, bgvertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, bgtexBuffer); gl.glEnable(GL10.GL_TEXTURE_2D); // Enable texture (NEW) gl.glPushMatrix(); gl.glBindTexture(GL10.GL_TEXTURE_2D, this.BgTextureID[0]); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glPopMatrix(); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); }