public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glDisable(GL10.GL_DITHER); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); gl.glClearColor(0,0,0,0); gl.glEnable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); }
gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisable(GL10.GL_CULL_FACE);
@Override public void glDisable(int cap) { mGL.glDisable(cap); }
public void draw(GL10 gl, boolean useTexture) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); if (useTexture) { gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer); gl.glEnable(GL10.GL_TEXTURE_2D); } else { gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_TEXTURE_2D); } gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); }
public void glDisable(int cap) { mgl.glDisable(cap); }
public void draw(GL10 gl, boolean useTexture) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); if (useTexture) { gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer); gl.glEnable(GL10.GL_TEXTURE_2D); } else { gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_TEXTURE_2D); } gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); }
public void glDisable(int cap) { mgl.glDisable(cap); }
public void glDisable(int cap) { mgl.glDisable(cap); }
protected void endAlpha(GL10 gl) { gl.glDisable(GL10.GL_BLEND); gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); }
public void onSurfaceCreated(GL10 gl, EGLConfig config) { // dither is enabled by default, we don't need it gl.glDisable(GL10.GL_DITHER); // clear screen in white gl.glClearColor(1,1,1,1); }
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { // dither is enabled by default, we don't need it gl.glDisable(GL10.GL_DITHER); // clear screen in black gl.glClearColor(0, 0, 0, 1); }
public void onSurfaceCreated(GL10 gl, EGLConfig config) { // dither is enabled by default, we don't need it gl.glDisable(GL10.GL_DITHER); // clear screen in white gl.glClearColor(1,1,1,1); }
private void checkDoubleSided(GL10 gl) { if (mDoubleSided != null) { if (mDoubleSided.booleanValue()) { gl.glDisable(GL10.GL_CULL_FACE); } else { gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_FRONT); } mDoubleSided = null; // applied } }
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glClearColor(0f, 0f, 0f, 1f); gl.glShadeModel(GL10.GL_SMOOTH); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glHint(GL10.GL_LINE_SMOOTH_HINT, GL10.GL_NICEST); gl.glHint(GL10.GL_POLYGON_SMOOTH_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_LINE_SMOOTH); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDisable(GL10.GL_CULL_FACE); mObserver.onSurfaceCreated(); }
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glClearColor(0f, 0f, 0f, 1f); gl.glShadeModel(GL10.GL_SMOOTH); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glHint(GL10.GL_LINE_SMOOTH_HINT, GL10.GL_NICEST); gl.glHint(GL10.GL_POLYGON_SMOOTH_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_LINE_SMOOTH); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDisable(GL10.GL_CULL_FACE); mObserver.onSurfaceCreated(); }
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glClearColor(0f, 0f, 0f, 1f); gl.glShadeModel(GL10.GL_SMOOTH); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glHint(GL10.GL_LINE_SMOOTH_HINT, GL10.GL_NICEST); gl.glHint(GL10.GL_POLYGON_SMOOTH_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_LINE_SMOOTH); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDisable(GL10.GL_CULL_FACE); mObserver.onSurfaceCreated(); }
public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glDisable(GL10.GL_DITHER); gl.glMatrixMode(GL10.GL_MODELVIEW); //making sure OpenGL currently in model view gl.glLoadIdentity(); //clear the model view matrix to identity matrix gl.glTranslatef(0.0f, 0.0f, -10.0f); //move 10 unit backwards so as if camera moves backwards. gl.glRotatef(90.0f,0.0f,0.0f,1.0f) //rotate 90 degree around the z axis. //draw_model ... //gl.glPopMatrix(); //gl.glPopMatrix(); }
/** * Ends the drawing and restores the OpenGL state. * * @param gl */ public void endDrawing(GL10 gl) { checkState(STATE_DRAWING, STATE_INITIALIZED); gl.glDisable(GL10.GL_BLEND); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPopMatrix(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPopMatrix(); }
/** * Ends the drawing and restores the OpenGL state. * * @param gl */ public void endDrawing(GL10 gl) { checkState(STATE_DRAWING, STATE_INITIALIZED); gl.glDisable(GL10.GL_BLEND); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPopMatrix(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPopMatrix(); }
@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); } }