gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_BACK); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer);
@Override public void glEnableClientState(int array) { mGL.glEnableClientState(array); }
public void glEnableClientState(int array) { mgl.glEnableClientState(array); }
public void glEnableClientState(int array) { mgl.glEnableClientState(array); }
public void glEnableClientState(int array) { mgl.glEnableClientState(array); }
// 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 // ... }
/** * Draws a translated cube * * @param gl the surface * @param translateX x-translation * @param translateY y-translation * @param translateZ z-translation */ private void drawTranslatedCube(GL10 gl, float translateX, float translateY, float translateZ) { gl.glPushMatrix(); gl.glTranslatef(translateX, translateY, translateZ); // draw our object gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); mCube.draw(gl); gl.glPopMatrix(); }
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); } }
public void onDrawFrame(GL10 gl) { // clear screen gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // set-up modelview matrix gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0, 0, -3.0f); gl.glMultMatrixf(mRotationMatrix, 0); // draw our object gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); mCube.draw(gl); }
// 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 onDrawFrame(GL10 gl) { // clear screen gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // set-up modelview matrix gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0, 0, -3.0f); gl.glMultMatrixf(mRotationMatrix, 0); // draw our object gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); mCube.draw(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); }
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); }
public void onDrawFrame(GL10 gl) { /* * Usually, the first thing one might want to do is to clear * the screen. The most efficient way of doing this is to use * glClear(). */ gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); /* * Now we're ready to draw some 3D objects */ gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0, 0, -3.0f); gl.glRotatef(mAngleX, 0, 1, 0); gl.glRotatef(mAngleY, 1, 0, 0); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); mCube.draw(gl); }
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) { 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); } }