Java Code Examples for javax.microedition.khronos.opengles.GL10#glDisable()
The following examples show how to use
javax.microedition.khronos.opengles.GL10#glDisable() .
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Example 1
Source File: CubeRenderer.java From codeexamples-android with Eclipse Public License 1.0 | 6 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) { /* * By default, OpenGL enables features that improve quality * but reduce performance. One might want to tweak that * especially on software renderer. */ gl.glDisable(GL10.GL_DITHER); /* * Some one-time OpenGL initialization can be made here * probably based on features of this particular context */ gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); if (mTranslucentBackground) { gl.glClearColor(0,0,0,0); } else { gl.glClearColor(1,1,1,1); } gl.glEnable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); }
Example 2
Source File: BobRenderer.java From BobEngine with GNU Lesser General Public License v2.1 | 6 votes |
/** * Set up the surface. <br /> * <br /> * This method will load the textures, enable effects we need, disable * effects we don't need, set up the client state for drawing the quads. */ @Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { myOwner.getGraphicsHelper().handleGraphics((GL11) gl); // Load textures for the view low = high = -1; gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); // How to interpret transparency gl.glAlphaFunc(GL10.GL_GREATER, 0); gl.glEnable(GL10.GL_BLEND); // Enable transparency gl.glEnable(GL10.GL_TEXTURE_2D); // Enable Texture Mapping // Disable all the things we don't need. gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDisable(GL10.GL_FOG); gl.glDisable(GL10.GL_LIGHTING); gl.glDisable(GL10.GL_STENCIL_TEST); gl.glDisable(GL10.GL_SCISSOR_TEST); gl.glDisable(GL10.GL_DITHER); gl.glDisable(GL10.GL_CULL_FACE); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); // We will use vertex arrays for quad vertices gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // We will need to use portions of textures }
Example 3
Source File: TouchRotateActivity.java From codeexamples-android with Eclipse Public License 1.0 | 6 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) { /* * By default, OpenGL enables features that improve quality * but reduce performance. One might want to tweak that * especially on software renderer. */ gl.glDisable(GL10.GL_DITHER); /* * Some one-time OpenGL initialization can be made here * probably based on features of this particular context */ gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); gl.glClearColor(1,1,1,1); gl.glEnable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); }
Example 4
Source File: PLCylindricalPanorama.java From PanoramaGL with Apache License 2.0 | 5 votes |
/**render methods*/ @Override protected void internalRender(GL10 gl, PLIRenderer renderer) { PLITexture previewTexture = this.getPreviewTextures()[0], texture = this.getTextures()[0]; boolean textureIsValid = (texture != null && texture.getTextureId(gl) != 0); if(textureIsValid || (previewTexture != null && previewTexture.getTextureId(gl) != 0)) { gl.glEnable(GL10.GL_TEXTURE_2D); int divs; if(textureIsValid) { divs = this.getDivs(); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture.getTextureId(gl)); if(previewTexture != null) this.removePreviewTextureAtIndex(0, true); } else { divs = this.getPreviewDivs(); gl.glBindTexture(GL10.GL_TEXTURE_2D, previewTexture.getTextureId(gl)); } gl.glTranslatef(0.0f, 0.0f, -mHalfHeight); GLUES.gluCylinder(gl, this.getQuadric(), PLConstants.kPanoramaRadius, PLConstants.kPanoramaRadius, mHeight, divs, divs); gl.glTranslatef(0.0f, 0.0f, mHalfHeight); gl.glDisable(GL10.GL_TEXTURE_2D); } }
Example 5
Source File: TexCubeSmallGLUT.java From opengl with Apache License 2.0 | 5 votes |
void draw(GL10 gl) { if (texEnabled) { gl.glEnable(GL10.GL_TEXTURE_2D); gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mCoordBuffer); } super.draw(gl); if (texEnabled) { gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_TEXTURE_2D); } }
Example 6
Source File: LightingRenderer.java From augmentedreality with Apache License 2.0 | 5 votes |
public final void initGL(GL10 gl) { gl.glDisable(GL10.GL_COLOR_MATERIAL); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_LIGHTING); //gl.glEnable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnable(GL10.GL_NORMALIZE); gl.glEnable(GL10.GL_RESCALE_NORMAL); }
Example 7
Source File: SquareRenderer.java From opengl with Apache License 2.0 | 5 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) {//15 gl.glDisable(GL10.GL_DITHER); //16 gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, //17 GL10.GL_FASTEST); if (mTranslucentBackground) {//18 gl.glClearColor(0,0,0,0); } else { gl.glClearColor(1,1,1,1); } gl.glEnable(GL10.GL_CULL_FACE); //19 gl.glShadeModel(GL10.GL_SMOOTH); //20 gl.glEnable(GL10.GL_DEPTH_TEST); //21 }
Example 8
Source File: OpenGLRenderer.java From smartGL with Apache License 2.0 | 5 votes |
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 } }
Example 9
Source File: TouchSurfaceView.java From retrobreaker with MIT License | 5 votes |
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glDisable(GL10.GL_DITHER); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); gl.glDisable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); gl.glDisable(GL10.GL_DEPTH_TEST); }
Example 10
Source File: TexCubeSmallGLUT.java From opengl with Apache License 2.0 | 5 votes |
void draw(GL10 gl) { if (texEnabled) { gl.glEnable(GL10.GL_TEXTURE_2D); gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mCoordBuffer); } super.draw(gl); if (texEnabled) { gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_TEXTURE_2D); } }
Example 11
Source File: Renderer.java From augmentedreality with Apache License 2.0 | 5 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glClearColor(1,1,1,1); gl.glClearDepthf(1.0f); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glShadeModel(GL10.GL_SMOOTH); gl.glDisable(GL10.GL_COLOR_MATERIAL); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnable(GL10.GL_LIGHTING); float[] ambientlight = {.6f, .6f, .6f, 1f}; float[] diffuselight = {1f, 1f, 1f, 1f}; float[] specularlight = {1f, 1f, 1f, 1f}; gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, MemUtil.makeFloatBuffer(ambientlight)); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, MemUtil.makeFloatBuffer(diffuselight)); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, MemUtil.makeFloatBuffer(specularlight)); gl.glEnable(GL10.GL_LIGHT0); for (Iterator<Model3D> iterator = models.iterator(); iterator.hasNext();) { Model3D model = iterator.next(); model.init(gl); } }
Example 12
Source File: FrameBufferObjectActivity.java From codeexamples-android with Eclipse Public License 1.0 | 5 votes |
private void drawOffscreenImage(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); float ratio = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); gl.glEnable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glClearColor(0,0.5f,1,0); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0, 0, -3.0f); gl.glRotatef(mAngle, 0, 1, 0); gl.glRotatef(mAngle*0.25f, 1, 0, 0); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); mCube.draw(gl); gl.glRotatef(mAngle*2.0f, 0, 1, 1); gl.glTranslatef(0.5f, 0.5f, 0.5f); mCube.draw(gl); mAngle += 1.2f; // Restore default state so the other renderer is not affected. gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); }
Example 13
Source File: TriangleRenderer.java From codeexamples-android with Eclipse Public License 1.0 | 4 votes |
public void onDrawFrame(GL10 gl) { /* * By default, OpenGL enables features that improve quality * but reduce performance. One might want to tweak that * especially on software renderer. */ gl.glDisable(GL10.GL_DITHER); gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_MODULATE); /* * 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(); GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glActiveTexture(GL10.GL_TEXTURE0); gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); long time = SystemClock.uptimeMillis() % 4000L; float angle = 0.090f * ((int) time); gl.glRotatef(angle, 0, 0, 1.0f); mTriangle.draw(gl); }
Example 14
Source File: OpenGLRenderer.java From smartGL with Apache License 2.0 | 4 votes |
@Override public void onDrawFrame(GL10 gl10) { computeFps(); GLES20.glClearColor(mClearColor[0], mClearColor[1], mClearColor[2], mClearColor[3]); // RGBA GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); checkDoubleSided(gl10); synchronized (this) { if (!mInitDone) { return; } if (mOpenGLView != null) { OpenGLView view = mOpenGLView.get(); if (view != null) { view.onPreRender(this); } } if ((mCamera != null) && mCamera.isDirty()) { computeProjMatrix3D(mProj3DMatrix); } onPreRender(gl10); if (mRenderPasses != null) { int passNumber = 0; final int prgSize = mRenderPasses.size(); for (int prgIt = 0; prgIt < prgSize; ++prgIt) { final RenderPass renderPass = mRenderPasses.get(prgIt); if (!renderPass.isLoaded()) { renderPass.load(); } renderPass.sortObjects(); ++passNumber; onPreRenderPass(gl10, passNumber); Vector<RenderObject> mainObjectList = renderPass.getRenderObjects(); //Vector<RenderObject> objectList = buildObjectList(mainObjectList); // recursive with Container Objects if (renderPass.useZBuffer()) { gl10.glEnable(GL10.GL_DEPTH_TEST); if (renderPass.clearZBuffer()) { GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT); } } else { gl10.glDisable(GL10.GL_DEPTH_TEST); } mPreviousShader = null; mUseTexture = false; mUseColor = false; mVertexAttribId = -1; mUvAttribId = -1; mColorAttribId = -1; mProjMatrixId = -1; // OBJECTS for (int renderObjIt = 0; renderObjIt < mainObjectList.size(); ++renderObjIt) { RenderObject object = mainObjectList.get(renderObjIt); boolean render = object.shouldDisplay(this); if (object.isContainer()) { renderContainer(renderPass, (RenderObjectContainer) object, render); } else { renderObject(renderPass, object, render); } } onPostRenderPass(gl10, passNumber); } } //handleTouchEvents(); onPostRender(gl10); if (mScreenshotListener != null) { doTakeScreenshot(gl10); } } }
Example 15
Source File: CubeMapActivity.java From codeexamples-android with Eclipse Public License 1.0 | 4 votes |
public void onDrawFrame(GL10 gl) { checkGLError(gl); if (mContextSupportsCubeMap) { gl.glClearColor(0,0,1,0); } else { // Current context doesn't support cube maps. // Indicate this by drawing a red background. gl.glClearColor(1,0,0,0); } gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); gl.glRotatef(mAngle, 0, 1, 0); gl.glRotatef(mAngle*0.25f, 1, 0, 0); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); checkGLError(gl); if (mContextSupportsCubeMap) { gl.glActiveTexture(GL10.GL_TEXTURE0); checkGLError(gl); gl.glEnable(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP); checkGLError(gl); gl.glBindTexture(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP, mCubeMapTextureID); checkGLError(gl); GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl; gl11ep.glTexGeni(GL11ExtensionPack.GL_TEXTURE_GEN_STR, GL11ExtensionPack.GL_TEXTURE_GEN_MODE, GL11ExtensionPack.GL_REFLECTION_MAP); checkGLError(gl); gl.glEnable(GL11ExtensionPack.GL_TEXTURE_GEN_STR); checkGLError(gl); gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_DECAL); } checkGLError(gl); mGrid.draw(gl); if (mContextSupportsCubeMap) { gl.glDisable(GL11ExtensionPack.GL_TEXTURE_GEN_STR); } checkGLError(gl); mAngle += 1.2f; }
Example 16
Source File: PLSpherical2Panorama.java From PanoramaGL with Apache License 2.0 | 4 votes |
/**render methods*/ @Override protected void internalRender(GL10 gl, PLIRenderer renderer) { PLITexture previewTexture = this.getPreviewTextures()[0]; PLITexture[] textures = this.getTextures(); PLITexture frontTexture = textures[PLSpherical2FaceOrientation.PLSpherical2FaceOrientationFront.ordinal()]; PLITexture backTexture = textures[PLSpherical2FaceOrientation.PLSpherical2FaceOrientationBack.ordinal()]; PLITexture leftTexture = textures[PLSpherical2FaceOrientation.PLSpherical2FaceOrientationLeft.ordinal()]; PLITexture rightTexture = textures[PLSpherical2FaceOrientation.PLSpherical2FaceOrientationRight.ordinal()]; boolean frontTextureIsValid = (frontTexture != null && frontTexture.getTextureId(gl) != 0); boolean backTextureIsValid = (backTexture != null && backTexture.getTextureId(gl) != 0); boolean leftTextureIsValid = (leftTexture != null && leftTexture.getTextureId(gl) != 0); boolean rightTextureIsValid = (rightTexture != null && rightTexture.getTextureId(gl) != 0); if(frontTextureIsValid || backTextureIsValid || leftTextureIsValid || rightTextureIsValid || (previewTexture != null && previewTexture.getTextureId(gl) != 0)) { gl.glEnable(GL10.GL_TEXTURE_2D); GLUquadric quadratic = this.getQuadric(); float radius = PLConstants.kPanoramaRadius; int halfDivs = this.getDivs() / 2, quarterDivs = halfDivs / 2; if(previewTexture != null) { if(frontTextureIsValid && backTextureIsValid && leftTextureIsValid && rightTextureIsValid) this.removePreviewTextureAtIndex(0, true); else { int previewDivs = this.getPreviewDivs(); gl.glBindTexture(GL10.GL_TEXTURE_2D, previewTexture.getTextureId(gl)); GLUES.gluSphere(gl, quadratic, radius, previewDivs, previewDivs); } } // Front Face if(frontTextureIsValid) { gl.glBindTexture(GL10.GL_TEXTURE_2D, frontTexture.getTextureId(gl)); GLUES.glu3DArc(gl, quadratic, PLConstants.kPI8, -PLConstants.kPI16, false, radius, quarterDivs, quarterDivs); } // Back Face if(backTextureIsValid) { gl.glBindTexture(GL10.GL_TEXTURE_2D, backTexture.getTextureId(gl)); GLUES.glu3DArc(gl, quadratic, PLConstants.kPI8, -PLConstants.kPI16, true, radius, quarterDivs, quarterDivs); } // Left Face if(leftTextureIsValid) { gl.glBindTexture(GL10.GL_TEXTURE_2D, leftTexture.getTextureId(gl)); GLUES.gluHemisphere(gl, quadratic, false, radius, halfDivs, halfDivs); } //Right Face if(rightTextureIsValid) { gl.glBindTexture(GL10.GL_TEXTURE_2D, rightTexture.getTextureId(gl)); GLUES.gluHemisphere(gl, quadratic, true, radius, halfDivs, halfDivs); } gl.glDisable(GL10.GL_TEXTURE_2D); } }
Example 17
Source File: MatrixPaletteRenderer.java From codeexamples-android with Eclipse Public License 1.0 | 4 votes |
public void onDrawFrame(GL10 gl) { /* * By default, OpenGL enables features that improve quality * but reduce performance. One might want to tweak that * especially on software renderer. */ gl.glDisable(GL10.GL_DITHER); gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_MODULATE); /* * 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); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnable(GL10.GL_CULL_FACE); /* * Now we're ready to draw some 3D objects */ gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glActiveTexture(GL10.GL_TEXTURE0); gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); long time = SystemClock.uptimeMillis() % 4000L; // Rock back and forth double animationUnit = ((double) time) / 4000; float unitAngle = (float) Math.cos(animationUnit * 2 * Math.PI); float angle = unitAngle * 135f; gl.glEnable(GL11Ext.GL_MATRIX_PALETTE_OES); gl.glMatrixMode(GL11Ext.GL_MATRIX_PALETTE_OES); GL11Ext gl11Ext = (GL11Ext) gl; // matrix 0: no transformation gl11Ext.glCurrentPaletteMatrixOES(0); gl11Ext.glLoadPaletteFromModelViewMatrixOES(); // matrix 1: rotate by "angle" gl.glRotatef(angle, 0, 0, 1.0f); gl11Ext.glCurrentPaletteMatrixOES(1); gl11Ext.glLoadPaletteFromModelViewMatrixOES(); mGrid.draw(gl); gl.glDisable(GL11Ext.GL_MATRIX_PALETTE_OES); }
Example 18
Source File: PLRenderableElementBase.java From panoramagl with Apache License 2.0 | 4 votes |
protected void endAlpha(GL10 gl) { gl.glDisable(GL10.GL_BLEND); gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); }
Example 19
Source File: TriangleRenderer.java From codeexamples-android with Eclipse Public License 1.0 | 4 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) { /* * By default, OpenGL enables features that improve quality * but reduce performance. One might want to tweak that * especially on software renderer. */ gl.glDisable(GL10.GL_DITHER); /* * Some one-time OpenGL initialization can be made here * probably based on features of this particular context */ gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); gl.glClearColor(.5f, .5f, .5f, 1); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnable(GL10.GL_TEXTURE_2D); /* * Create our texture. This has to be done each time the * surface is created. */ int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); mTextureID = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); InputStream is = mContext.getResources() .openRawResource(R.raw.robot); Bitmap bitmap; try { bitmap = BitmapFactory.decodeStream(is); } finally { try { is.close(); } catch(IOException e) { // Ignore. } } GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); }
Example 20
Source File: PLCubicPanorama.java From panoramagl with Apache License 2.0 | 4 votes |
/** * render methods */ @Override protected void internalRender(GL10 gl, PLIRenderer renderer) { gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_FRONT); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, sCubeBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, sTextureCoordsBuffer); // Front Face if (this.bindTextureByIndex(gl, PLConstants.kCubeFrontFaceIndex)) { gl.glNormal3f(0.0f, 0.0f, 1.0f); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); } // Back Face if (this.bindTextureByIndex(gl, PLConstants.kCubeBackFaceIndex)) { gl.glNormal3f(0.0f, 0.0f, -1.0f); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 4, 4); } // Left Face if (this.bindTextureByIndex(gl, PLConstants.kCubeLeftFaceIndex)) { gl.glNormal3f(1.0f, 0.0f, 0.0f); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 8, 4); } // Right Face if (this.bindTextureByIndex(gl, PLConstants.kCubeRightFaceIndex)) { gl.glNormal3f(-1.0f, 0.0f, 0.0f); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 12, 4); } // Up Face if (this.bindTextureByIndex(gl, PLConstants.kCubeUpFaceIndex)) { gl.glNormal3f(0.0f, 1.0f, 0.0f); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 16, 4); } // Down Face if (this.bindTextureByIndex(gl, PLConstants.kCubeDownFaceIndex)) { gl.glNormal3f(0.0f, -1.0f, 0.0f); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 20, 4); } gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_TEXTURE_2D); }