@Override public void glBlendFunc(int sfactor, int dfactor) { mGL.glBlendFunc(sfactor, dfactor); }
public void glBlendFunc(int sfactor, int dfactor) { mgl.glBlendFunc(sfactor, dfactor); }
public void glBlendFunc(int sfactor, int dfactor) { mgl.glBlendFunc(sfactor, dfactor); }
public void glBlendFunc(int sfactor, int dfactor) { mgl.glBlendFunc(sfactor, dfactor); }
/**alpha methods*/ protected void beginAlpha(GL10 gl) { gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glColor4f(1.0f, 1.0f, 1.0f, this.getAlpha()); }
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 flush() { if (!dirty) return; dirty = false; gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texCoords); gl.glEnable(GL10.GL_BLEND); // gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); // gl.glBindTexture(GL10.GL_TEXTURE_2D, black); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); gl.glBindTexture(GL10.GL_TEXTURE_2D, white); vertexBuffer.put(vertexes, 2 * 12, 2 * 12); vertexBuffer.position(0); gl.glDrawElements(GL10.GL_TRIANGLES, 2 * 6, GL10.GL_UNSIGNED_SHORT, indicies); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texCoords); vertexBuffer.put(vertexes, 0, 2 * 12); vertexBuffer.position(0); gl.glDrawElements(GL10.GL_TRIANGLES, 2 * 6, GL10.GL_UNSIGNED_SHORT, indicies); gl.glDisable(GL10.GL_BLEND); } };
gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ZERO);
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glClearColor(0.0f, 0.0f, 0.0f, 1); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); gl.glShadeModel(GL10.GL_FLAT); gl.glDisable(GL10.GL_DEPTH_TEST); // Alpha support. gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluOrtho2D(gl, 0, getWidth(), getHeight(), 0); } }
@Override public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0.0f, width, 0.0f, height, -1.0f, 1.0f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnable(GL10.GL_TEXTURE_2D); manObjects.draw(gl, 0, 0); }
private void configureGL(GL10 gl) { gl.glDisable(GL10.GL_DITHER); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); gl.glClearColor(1, 0, 0, 1); gl.glEnable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glViewport(0, 0, screenWidth, screenHeight); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluOrtho2D(gl, 0.0f, BASE_SCREEN_WIDTH, 0.0f, BASE_SCREEN_HEIGHT); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glShadeModel(GL10.GL_FLAT); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnable(GL10.GL_ALPHA_TEST); //that's a temporal hack below for removing white borders around textures (not a good practice :P) gl.glAlphaFunc(GL10.GL_GREATER, 0.4f); }
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glShadeModel(GL10.GL_FLAT); gl.glEnable(GL10.GL_TEXTURE_2D);
/** * Begin drawing labels. Sets the OpenGL state for rapid drawing. * * @param gl * @param viewWidth * @param viewHeight */ public void beginDrawing(GL10 gl, float viewWidth, float viewHeight) { checkState(STATE_INITIALIZED, STATE_DRAWING); gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); gl.glShadeModel(GL10.GL_FLAT); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glColor4x(0x10000, 0x10000, 0x10000, 0x10000); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glOrthof(0.0f, viewWidth, 0.0f, viewHeight, 0.0f, 1.0f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPushMatrix(); gl.glLoadIdentity(); // Magic offsets to promote consistent rasterization. gl.glTranslatef(0.375f, 0.375f, 0.0f); }
/** * Begin drawing labels. Sets the OpenGL state for rapid drawing. * * @param gl * @param viewWidth * @param viewHeight */ public void beginDrawing(GL10 gl, float viewWidth, float viewHeight) { checkState(STATE_INITIALIZED, STATE_DRAWING); gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); gl.glShadeModel(GL10.GL_FLAT); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glColor4x(0x10000, 0x10000, 0x10000, 0x10000); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glOrthof(0.0f, viewWidth, 0.0f, viewHeight, 0.0f, 1.0f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPushMatrix(); gl.glLoadIdentity(); // Magic offsets to promote consistent rasterization. gl.glTranslatef(0.375f, 0.375f, 0.0f); }
gl.glDisable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufShadowColors); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVerticesCountFront); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, backStartIdx, backCount); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufShadowColors);
gl.glDisable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufShadowColors); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVerticesCountFront); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, backStartIdx, backCount); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufShadowColors);
gl.glDisable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufShadowColors); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVerticesCountFront); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, backStartIdx, backCount); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufShadowColors);