@Override public void glDrawArrays(int mode, int first, int count) { mGL.glDrawArrays(mode, first, count); }
public void glDrawArrays(int mode, int first, int count) { mgl.glDrawArrays(mode, first, count); }
public void glDrawArrays(int mode, int first, int count) { mgl.glDrawArrays(mode, first, count); }
public void glDrawArrays(int mode, int first, int count) { mgl.glDrawArrays(mode, first, count); }
gl.glDrawArrays( etc );
// 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); }
ArrayList<Bubble> bubbles; FloatBuffer bubbleVertexBuffer; onSurfaceCreated(..){ ByteBuffer bb = ByteBuffer.allocateDirect(12*4); bb.order(ByteOrder.nativeOrder()); bubbleVertexBuffer = bb.asFloatBuffer(); } onDrawFrame(GL10 gl){ gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glColor4f(0.0f, 1.0f, 0.0f,0.0f); int size = bubbles.size(); for(int i = 0; i < size; i++){ Bubble b = bubbles.get(i); bubbleVertexBuffer.put(b.boundingBox); bubbleVertexBuffer.position(0); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, bubbleVertexBuffer); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0,4); } } gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); }
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
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(); }
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
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); }
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 4, 4); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 8, 4); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 12, 4); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 16, 4); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 20, 4);
public void onDrawFrame(GL10 gl) { // Redraw background color gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); // when using GL_MODELVIEW, you must set the view point GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); // set GL_MODELVIEW transformation mode (If outline from here to after GLU.gluLookAt() - it works when also outlines further down i code! gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); // reset Matrix to its default state //Draw Triangel gl.glColor4f(0.63671875f, 0.76953125f, 0.22265625f, 0.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, triangleVB); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3); }
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, 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 }
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(); }
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);