gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); 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 glDisableClientState(int array) { mGL.glDisableClientState(array); }
public void glDisableClientState(int array) { mgl.glDisableClientState(array); }
public void glDisableClientState(int array) { mgl.glDisableClientState(array); }
public void glDisableClientState(int array) { mgl.glDisableClientState(array); }
public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } }
// Vertices are stored in counter-clockwise order float vertsCoords[] = {-1.0f, 1.0f, 0.0f, // V1 1.0f, 1.0f, 0.0f, // V2 0.0f, 0.0f, 0.0f, // V3 }; @Override public void onDrawFrame(GL10 gl) { gl.glEnableClientState(GL10.GL_GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertsCoords); // 3 components per vertex, float in size, from offset 0 at array 'vertsCoords' gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3); // draw 3 vertices gl.glDisableClientState(GL10.GL_GL_VERTEX_ARRAY); }
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 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 draw(GL10 gl){ array_Plus(); mVertexBuffer = getFloatBufferFromFloatArray(vertices); gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, vertices.length/2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); //mVertexBuffer.clear(); array_Minus(); }
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); }
public void draw(GL10 gl) { GL11 gl11 = (GL11) gl; GL11Ext gl11Ext = (GL11Ext) gl; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0); gl11.glTexCoordPointer(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_TEXTURE_BUFFER_INDEX_OFFSET * FLOAT_SIZE); gl.glEnableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES); gl.glEnableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES); gl11Ext.glWeightPointerOES(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_WEIGHT_BUFFER_INDEX_OFFSET * FLOAT_SIZE); gl11Ext.glMatrixIndexPointerOES(2, GL10.GL_UNSIGNED_BYTE, VERTEX_SIZE, VERTEX_PALETTE_INDEX_OFFSET ); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES); gl.glDisableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); } }
public void draw(GL10 gl) { GL11 gl11 = (GL11) gl; GL11Ext gl11Ext = (GL11Ext) gl; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0); gl11.glTexCoordPointer(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_TEXTURE_BUFFER_INDEX_OFFSET * FLOAT_SIZE); gl.glEnableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES); gl.glEnableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES); gl11Ext.glWeightPointerOES(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_WEIGHT_BUFFER_INDEX_OFFSET * FLOAT_SIZE); gl11Ext.glMatrixIndexPointerOES(2, GL10.GL_UNSIGNED_BYTE, VERTEX_SIZE, VERTEX_PALETTE_INDEX_OFFSET ); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES); gl.glDisableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); } }
public void draw(GL10 gl, int textureId){ gl.glEnable(GL10.GL_TEXTURE_2D); //NEW !!! Enable Texture Mapping // Bind the previously generated texture gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId); // Point to our buffers gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // set the colour for the square //gl.glColor4f(0.0f, 0.1f, 0.0f, 0.5f); //Set the face rotation gl.glFrontFace(GL10.GL_CW); //Point to our vertex buffer gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); //Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_TEXTURE_2D); ////NEW !!! Disable texture mapping }
public void draw(GL10 gl) { checkGLError(gl); GL11 gl11 = (GL11) gl; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0); gl.glEnableClientState(GL10.GL_NORMAL_ARRAY); gl11.glNormalPointer(GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_NORMAL_BUFFER_INDEX_OFFSET * FLOAT_SIZE); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_NORMAL_ARRAY); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); checkGLError(gl); } }
public void draw(GL10 gl) { checkGLError(gl); GL11 gl11 = (GL11) gl; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0); gl.glEnableClientState(GL10.GL_NORMAL_ARRAY); gl11.glNormalPointer(GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_NORMAL_BUFFER_INDEX_OFFSET * FLOAT_SIZE); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_NORMAL_ARRAY); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); checkGLError(gl); } }
public void render(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); if (colorIndex>4) { gl.glEnableClientState(GL10.GL_COLOR_ARRAY); } else { gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); if (colorIndex>4) { gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer); } else if (colorIndex==4) { // single color gl.glColor4f( colorComponents[0], colorComponents[1], colorComponents[2], colorComponents[3]); } gl.glDrawArrays(glMode, 0, numVertices); }
void draw(GL10 gl) { // Enabled the vertices buffer for writing and to be used during // rendering. gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); // Specifies the location and data format of an array of vertex // coordinates to use when rendering. gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glEnable(GL10.GL_TEXTURE_2D); 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); gl.glBindTexture(GL10.GL_TEXTURE_2D, myTextureId); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawArrays(drawMode, 0, verticesCount); gl.glDisable(GL10.GL_TEXTURE_2D); // Disable the vertices buffer. gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); }
public static void drawGradientRectangle(GL10 gl, float centerX, float centerY, float width, float height) { gl.glPushMatrix(); gl.glDisable(GL10.GL_TEXTURE_2D); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //just in case if you have not done that before gl.glFrontFace(GL10.GL_CCW); //Set the face gl.glTranslatef(centerX, centerY, 0); if (width != 1 || height != 1) { gl.glScalef(width, height, 1); } gl.glVertexPointer(2, GL10.GL_FLOAT, 0, GLDrawConstants.vertexBuffer0_5); gl.glColorPointer(4, GL10.GL_FLOAT, 0, GLDrawConstants.gradOrangeWhiteBuffer); // Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glPopMatrix(); }