Java Code Examples for android.opengl.GLES11#glClearColor()
The following examples show how to use
android.opengl.GLES11#glClearColor() .
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Example 1
Source File: HyperspaceScreen.java From Alite with GNU General Public License v3.0 | 6 votes |
public void initializeGl(Rect visibleArea) { float ratio = (float) windowWidth / (float) windowHeight; GlUtils.setViewport(visibleArea); GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); GLES11.glPointSize(2.0f); GLES11.glTexEnvf(GLES11.GL_TEXTURE_ENV, GLES11.GL_TEXTURE_ENV_MODE, GLES11.GL_MODULATE); GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA); GLES11.glDisable(GLES11.GL_BLEND); GLES11.glMatrixMode(GLES11.GL_PROJECTION); GLES11.glLoadIdentity(); GlUtils.gluPerspective(game, 120f, ratio, 0.01f, 100f); GLES11.glMatrixMode(GLES11.GL_MODELVIEW); GLES11.glLoadIdentity(); GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY); GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY); GLES11.glEnable(GLES11.GL_TEXTURE_2D); GLES11.glEnable(GLES11.GL_DEPTH_TEST); ((Alite) game).getTextureManager().setTexture(textureFilename); GLES11.glDisable(GLES11.GL_LIGHTING); }
Example 2
Source File: AutomaticLaunchScreen.java From Alite with GNU General Public License v3.0 | 6 votes |
public void initializeGl(Rect visibleArea) { float ratio = (float) windowWidth / (float) windowHeight; GlUtils.setViewport(visibleArea); GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); GLES11.glPointSize(2.0f); GLES11.glTexEnvf(GLES11.GL_TEXTURE_ENV, GLES11.GL_TEXTURE_ENV_MODE, GLES11.GL_MODULATE); GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA); GLES11.glDisable(GLES11.GL_BLEND); GLES11.glMatrixMode(GLES11.GL_PROJECTION); GLES11.glLoadIdentity(); GlUtils.gluPerspective(game, 120f, ratio, 0.01f, 100f); GLES11.glMatrixMode(GLES11.GL_MODELVIEW); GLES11.glLoadIdentity(); GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY); GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY); GLES11.glEnable(GLES11.GL_TEXTURE_2D); GLES11.glEnable(GLES11.GL_DEPTH_TEST); ((Alite) game).getTextureManager().setTexture(textureFilename); GLES11.glDisable(GLES11.GL_LIGHTING); }
Example 3
Source File: AboutScreen.java From Alite with GNU General Public License v3.0 | 6 votes |
private void initializeGl() { float ratio = (float) windowWidth / (float) windowHeight; GLES11.glMatrixMode(GLES11.GL_PROJECTION); GlUtils.setViewport(visibleArea); GLES11.glLoadIdentity(); GlUtils.gluPerspective(game, 45.0f, ratio, 10.0f, 1000.0f); GLES11.glMatrixMode(GLES11.GL_MODELVIEW); GLES11.glLoadIdentity(); GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT | GLES11.GL_DEPTH_BUFFER_BIT); GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST); GLES11.glEnable(GLES11.GL_DEPTH_TEST); GLES11.glDepthFunc(GLES11.GL_LEQUAL); GLES11.glEnable(GLES11.GL_BLEND); GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE); }
Example 4
Source File: AndroidGraphics.java From Alite with GNU General Public License v3.0 | 5 votes |
@Override public void clear(long color) { int alpha = (int) ((color & 0xFF000000l) >> 24); int red = (int) (color & 0x00FF0000) >> 16; int green = (int) (color & 0x0000FF00) >> 8; int blue = (int) (color & 0x000000FF); GLES11.glClearColor(red / 255.0f, green / 255.0f, blue / 255.0f, alpha / 255.0f); GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT); }
Example 5
Source File: GLES11DrawContext.java From settlers-remake with MIT License | 5 votes |
public GLES11DrawContext(Context context) { this.context = context; GLES11.glClearColor(0, 0, 0, 1); GLES11.glPixelStorei(GLES11.GL_UNPACK_ALIGNMENT, 1); GLES11.glEnable(GLES11.GL_BLEND); GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA); GLES11.glDepthFunc(GLES11.GL_LEQUAL); GLES11.glEnable(GLES11.GL_DEPTH_TEST); init(); }
Example 6
Source File: ShipEditorScreen.java From Alite with GNU General Public License v3.0 | 4 votes |
private void initGl() { Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea(); int windowWidth = visibleArea.width(); int windowHeight = visibleArea.height(); float ratio = (float) windowWidth / (float) windowHeight; GlUtils.setViewport(visibleArea); GLES11.glDisable(GLES11.GL_FOG); GLES11.glPointSize(1.0f); GLES11.glLineWidth(1.0f); GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE_MINUS_SRC_ALPHA); GLES11.glDisable(GLES11.GL_BLEND); GLES11.glMatrixMode(GLES11.GL_PROJECTION); GLES11.glLoadIdentity(); GlUtils.gluPerspective(game, 45.0f, ratio, 1.0f, 900000.0f); GLES11.glMatrixMode(GLES11.GL_MODELVIEW); GLES11.glLoadIdentity(); GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES11.glShadeModel(GLES11.GL_SMOOTH); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_AMBIENT, lightAmbient, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_DIFFUSE, lightDiffuse, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_SPECULAR, lightSpecular, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_POSITION, lightPosition, 0); GLES11.glEnable(GLES11.GL_LIGHT1); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_AMBIENT, sunLightAmbient, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_DIFFUSE, sunLightDiffuse, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_SPECULAR, sunLightSpecular, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_POSITION, sunLightPosition, 0); GLES11.glEnable(GLES11.GL_LIGHT2); GLES11.glEnable(GLES11.GL_LIGHTING); GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT); GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST); GLES11.glHint(GLES11.GL_POLYGON_SMOOTH_HINT, GLES11.GL_NICEST); GLES11.glEnable(GLES11.GL_CULL_FACE); }
Example 7
Source File: ConstrictorScreen.java From Alite with GNU General Public License v3.0 | 4 votes |
private void initGl() { Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea(); int windowWidth = visibleArea.width(); int windowHeight = visibleArea.height(); float ratio = (float) windowWidth / (float) windowHeight; GlUtils.setViewport(visibleArea); GLES11.glDisable(GLES11.GL_FOG); GLES11.glPointSize(1.0f); GLES11.glLineWidth(1.0f); GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE_MINUS_SRC_ALPHA); GLES11.glDisable(GLES11.GL_BLEND); GLES11.glMatrixMode(GLES11.GL_PROJECTION); GLES11.glLoadIdentity(); GlUtils.gluPerspective(game, 45.0f, ratio, 1.0f, 900000.0f); GLES11.glMatrixMode(GLES11.GL_MODELVIEW); GLES11.glLoadIdentity(); GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES11.glShadeModel(GLES11.GL_SMOOTH); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_AMBIENT, lightAmbient, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_DIFFUSE, lightDiffuse, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_SPECULAR, lightSpecular, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_POSITION, lightPosition, 0); GLES11.glEnable(GLES11.GL_LIGHT1); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_AMBIENT, sunLightAmbient, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_DIFFUSE, sunLightDiffuse, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_SPECULAR, sunLightSpecular, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_POSITION, sunLightPosition, 0); GLES11.glEnable(GLES11.GL_LIGHT2); GLES11.glEnable(GLES11.GL_LIGHTING); GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT); GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST); GLES11.glHint(GLES11.GL_POLYGON_SMOOTH_HINT, GLES11.GL_NICEST); GLES11.glEnable(GLES11.GL_CULL_FACE); }
Example 8
Source File: CougarScreen.java From Alite with GNU General Public License v3.0 | 4 votes |
private void initGl() { Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea(); int windowWidth = visibleArea.width(); int windowHeight = visibleArea.height(); float ratio = (float) windowWidth / (float) windowHeight; GlUtils.setViewport(visibleArea); GLES11.glDisable(GLES11.GL_FOG); GLES11.glPointSize(1.0f); GLES11.glLineWidth(1.0f); GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE_MINUS_SRC_ALPHA); GLES11.glDisable(GLES11.GL_BLEND); GLES11.glMatrixMode(GLES11.GL_PROJECTION); GLES11.glLoadIdentity(); GlUtils.gluPerspective(game, 45.0f, ratio, 1.0f, 900000.0f); GLES11.glMatrixMode(GLES11.GL_MODELVIEW); GLES11.glLoadIdentity(); GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES11.glShadeModel(GLES11.GL_SMOOTH); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_AMBIENT, lightAmbient, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_DIFFUSE, lightDiffuse, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_SPECULAR, lightSpecular, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_POSITION, lightPosition, 0); GLES11.glEnable(GLES11.GL_LIGHT1); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_AMBIENT, sunLightAmbient, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_DIFFUSE, sunLightDiffuse, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_SPECULAR, sunLightSpecular, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_POSITION, sunLightPosition, 0); GLES11.glEnable(GLES11.GL_LIGHT2); GLES11.glEnable(GLES11.GL_LIGHTING); GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT); GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST); GLES11.glHint(GLES11.GL_POLYGON_SMOOTH_HINT, GLES11.GL_NICEST); GLES11.glEnable(GLES11.GL_CULL_FACE); }
Example 9
Source File: ShipIntroScreen.java From Alite with GNU General Public License v3.0 | 4 votes |
private void initGl() { Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea(); int windowWidth = visibleArea.width(); int windowHeight = visibleArea.height(); float ratio = (float) windowWidth / (float) windowHeight; GlUtils.setViewport(visibleArea); GLES11.glDisable(GLES11.GL_FOG); GLES11.glPointSize(1.0f); GLES11.glLineWidth(1.0f); GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE_MINUS_SRC_ALPHA); GLES11.glDisable(GLES11.GL_BLEND); GLES11.glMatrixMode(GLES11.GL_PROJECTION); GLES11.glLoadIdentity(); GlUtils.gluPerspective(game, 45.0f, ratio, 1.0f, 900000.0f); GLES11.glMatrixMode(GLES11.GL_MODELVIEW); GLES11.glLoadIdentity(); GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES11.glShadeModel(GLES11.GL_SMOOTH); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_AMBIENT, lightAmbient, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_DIFFUSE, lightDiffuse, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_SPECULAR, lightSpecular, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_POSITION, lightPosition, 0); GLES11.glEnable(GLES11.GL_LIGHT1); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_AMBIENT, sunLightAmbient, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_DIFFUSE, sunLightDiffuse, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_SPECULAR, sunLightSpecular, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_POSITION, sunLightPosition, 0); GLES11.glEnable(GLES11.GL_LIGHT2); GLES11.glEnable(GLES11.GL_LIGHTING); GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT); GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST); GLES11.glHint(GLES11.GL_POLYGON_SMOOTH_HINT, GLES11.GL_NICEST); GLES11.glEnable(GLES11.GL_CULL_FACE); }
Example 10
Source File: PlanetScreen.java From Alite with GNU General Public License v3.0 | 4 votes |
private void initGl() { Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea(); int windowWidth = visibleArea.width(); int windowHeight = visibleArea.height(); float ratio = (float) windowWidth / (float) windowHeight; GlUtils.setViewport(visibleArea); GLES11.glDisable(GLES11.GL_FOG); GLES11.glPointSize(1.0f); GLES11.glLineWidth(1.0f); GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE_MINUS_SRC_ALPHA); GLES11.glDisable(GLES11.GL_BLEND); GLES11.glMatrixMode(GLES11.GL_PROJECTION); GLES11.glLoadIdentity(); GlUtils.gluPerspective(game, 45.0f, ratio, 1.0f, 900000.0f); GLES11.glMatrixMode(GLES11.GL_MODELVIEW); GLES11.glLoadIdentity(); GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES11.glShadeModel(GLES11.GL_SMOOTH); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_AMBIENT, lightAmbient, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_DIFFUSE, lightDiffuse, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_SPECULAR, lightSpecular, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_POSITION, lightPosition, 0); GLES11.glEnable(GLES11.GL_LIGHT1); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_AMBIENT, sunLightAmbient, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_DIFFUSE, sunLightDiffuse, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_SPECULAR, sunLightSpecular, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_POSITION, sunLightPosition, 0); GLES11.glEnable(GLES11.GL_LIGHT2); GLES11.glEnable(GLES11.GL_LIGHTING); GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT); GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST); GLES11.glHint(GLES11.GL_POLYGON_SMOOTH_HINT, GLES11.GL_NICEST); // GLES11.glEnable(GLES11.GL_TEXTURE_2D); GLES11.glEnable(GLES11.GL_CULL_FACE); }
Example 11
Source File: FlightScreen.java From Alite with GNU General Public License v3.0 | 4 votes |
public void initializeGl(final Rect visibleArea) { float ratio = (float) windowWidth / (float) windowHeight; GlUtils.setViewport(visibleArea); GLES11.glDisable(GLES11.GL_FOG); GLES11.glPointSize(1.0f); GLES11.glLineWidth(1.0f); GLES11.glTexEnvf(GLES11.GL_TEXTURE_ENV, GLES11.GL_TEXTURE_ENV_MODE, GLES11.GL_MODULATE); GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA); GLES11.glDisable(GLES11.GL_BLEND); GLES11.glMatrixMode(GLES11.GL_PROJECTION); GLES11.glLoadIdentity(); GlUtils.gluPerspective(game, 45.0f, ratio, 1.0f, 900000.0f); GLES11.glMatrixMode(GLES11.GL_MODELVIEW); GLES11.glLoadIdentity(); GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES11.glShadeModel(GLES11.GL_SMOOTH); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_AMBIENT, lightAmbient, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_DIFFUSE, lightDiffuse, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_SPECULAR, lightSpecular, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_POSITION, lightPosition, 0); GLES11.glEnable(GLES11.GL_LIGHT1); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_AMBIENT, sunLightAmbient, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_DIFFUSE, sunLightDiffuse, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_SPECULAR, sunLightSpecular, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_POSITION, sunLightPosition, 0); GLES11.glEnable(GLES11.GL_LIGHT2); GLES11.glEnable(GLES11.GL_LIGHTING); GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT); GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST); GLES11.glHint(GLES11.GL_POLYGON_SMOOTH_HINT, GLES11.GL_NICEST); GLES11.glEnable(GLES11.GL_TEXTURE_2D); GLES11.glEnable(GLES11.GL_CULL_FACE); }
Example 12
Source File: ControlledShipIntroScreen.java From Alite with GNU General Public License v3.0 | 4 votes |
private void initializeGl(final Rect visibleArea) { AliteLog.d("Ship Intro Screen", "Initialize GL. glError: " + GLES11.glGetError()); float ratio = (float) windowWidth / (float) windowHeight; GlUtils.setViewport(visibleArea); GLES11.glDisable(GLES11.GL_FOG); GLES11.glPointSize(1.0f); GLES11.glLineWidth(1.0f); AliteLog.d("Ship Intro Screen", "Initialize GL lineWidth. glError: " + GLES11.glGetError()); GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE_MINUS_SRC_ALPHA); GLES11.glDisable(GLES11.GL_BLEND); AliteLog.d("SIS", "Blending: " + GLES11.glGetError()); GLES11.glMatrixMode(GLES11.GL_PROJECTION); GLES11.glLoadIdentity(); GlUtils.gluPerspective(game, 45.0f, ratio, 1.0f, 900000.0f); GLES11.glMatrixMode(GLES11.GL_MODELVIEW); GLES11.glLoadIdentity(); AliteLog.d("SIS", "Matrix Setup: " + GLES11.glGetError()); GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES11.glShadeModel(GLES11.GL_SMOOTH); AliteLog.d("SIS", "Clear Color & Shading Model: " + GLES11.glGetError()); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_AMBIENT, lightAmbient, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_DIFFUSE, lightDiffuse, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_SPECULAR, lightSpecular, 0); GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_POSITION, lightPosition, 0); GLES11.glEnable(GLES11.GL_LIGHT1); AliteLog.d("SIS", "Defined Light 1: " + GLES11.glGetError()); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_AMBIENT, sunLightAmbient, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_DIFFUSE, sunLightDiffuse, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_SPECULAR, sunLightSpecular, 0); GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_POSITION, sunLightPosition, 0); GLES11.glEnable(GLES11.GL_LIGHT2); AliteLog.d("SIS", "Defined Light 2: " + GLES11.glGetError()); GLES11.glEnable(GLES11.GL_LIGHTING); AliteLog.d("SIS", "After Enable Lighting: " + GLES11.glGetError()); AliteLog.d("SIS", "After Lighting: " + GLES11.glGetError()); GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT); GLES11.glEnable(GLES11.GL_TEXTURE_2D); GLES11.glEnable(GLES11.GL_CULL_FACE); AliteLog.d("SIS", "End of Init: " + GLES11.glGetError()); }