Java Code Examples for javax.microedition.khronos.opengles.GL10#glTexParameterf()
The following examples show how to use
javax.microedition.khronos.opengles.GL10#glTexParameterf() .
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Example 1
Source File: GLBitmap.java From TikTok with Apache License 2.0 | 6 votes |
public void loadGLTexture(GL10 gl, Context context) { // loading texture Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.ic_launcher_background); // generate one texture pointer gl.glGenTextures(1, textures, 0); // ...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); // create nearest filtered texture 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); // Use Android GLUtils to specify a two-dimensional texture image from // our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); // Clean up bitmap.recycle(); }
Example 2
Source File: TexCubeSmallGLUT.java From opengl with Apache License 2.0 | 6 votes |
void setTex (GL10 gl, Context c, int textureID, int drawableID) { mCoordBuffer = getFloatBufferFromFloatArray(texCoords); mTextureID = textureID; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); Bitmap bitmap = BitmapFactory.decodeResource(c.getResources(), drawableID); Bitmap bitmap256 = Bitmap.createScaledBitmap(bitmap, 256, 256, false); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap256, 0); bitmap.recycle(); bitmap256.recycle(); 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); texEnabled = true; }
Example 3
Source File: TexCubeSmallGLUT.java From opengl with Apache License 2.0 | 6 votes |
void setTex (GL10 gl, Context c, int textureID, int drawableID) { mCoordBuffer = getFloatBufferFromFloatArray(texCoords); mTextureID = textureID; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); Bitmap bitmap = BitmapFactory.decodeResource(c.getResources(), drawableID); Bitmap bitmap256 = Bitmap.createScaledBitmap(bitmap, 256, 256, false); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap256, 0); bitmap.recycle(); bitmap256.recycle(); 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); texEnabled = true; }
Example 4
Source File: LabelMaker.java From codeexamples-android with Eclipse Public License 1.0 | 6 votes |
/** * Call to initialize the class. * Call whenever the surface has been created. * * @param gl */ public void initialize(GL10 gl) { mState = STATE_INITIALIZED; int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); mTextureID = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); // Use Nearest for performance. 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_NEAREST); 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); }
Example 5
Source File: FrameBufferObjectActivity.java From codeexamples-android with Eclipse Public License 1.0 | 6 votes |
private int createTargetTexture(GL10 gl, int width, int height) { int texture; int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); texture = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, texture); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, width, height, 0, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, null); 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.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); ; return texture; }
Example 6
Source File: CubeMapActivity.java From codeexamples-android with Eclipse Public License 1.0 | 5 votes |
private int generateCubeMap(GL10 gl, int[] resourceIds) { checkGLError(gl); int[] ids = new int[1]; gl.glGenTextures(1, ids, 0); int cubeMapTextureId = ids[0]; gl.glBindTexture(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP, cubeMapTextureId); gl.glTexParameterf(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); for (int face = 0; face < 6; face++) { InputStream is = getResources().openRawResource(resourceIds[face]); Bitmap bitmap; try { bitmap = BitmapFactory.decodeStream(is); } finally { try { is.close(); } catch(IOException e) { Log.e("CubeMap", "Could not decode texture for face " + Integer.toString(face)); } } GLUtils.texImage2D(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, bitmap, 0); bitmap.recycle(); } checkGLError(gl); return cubeMapTextureId; }
Example 7
Source File: Texture.java From UltimateAndroid with Apache License 2.0 | 4 votes |
public static Texture createTexture(Bitmap bitmap, FlipRenderer renderer, GL10 gl) { Texture t = new Texture(); t.renderer = renderer; Assert.assertTrue("bitmap should not be null or recycled", bitmap != null && !bitmap.isRecycled()); int potW = Integer.highestOneBit(bitmap.getWidth() - 1) << 1; int potH = Integer.highestOneBit(bitmap.getHeight() - 1) << 1; t.contentWidth = bitmap.getWidth(); t.contentHeight = bitmap.getHeight(); t.width = potW; t.height = potH; if (AphidLog.ENABLE_DEBUG) { AphidLog.d("createTexture: %d, %d; POT: %d, %d", bitmap.getWidth(), bitmap.getHeight(), potW, potH); } gl.glGenTextures(1, t.id, 0); gl.glBindTexture(GL_TEXTURE_2D, t.id[0]); gl.glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); gl.glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); switch (bitmap.getConfig()) { case ARGB_8888: gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, potW, potH, 0, GL_RGBA, GL_UNSIGNED_BYTE, null); GLUtils.texSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bitmap); break; case ARGB_4444: gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, potW, potH, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, null); GLUtils.texSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bitmap); break; case RGB_565: gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, potW, potH, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, null); GLUtils.texSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bitmap); break; case ALPHA_8: default: throw new RuntimeException( "Unrecognized bitmap format for OpenGL texture: " + bitmap.getConfig()); } FlipRenderer.checkError(gl); return t; }
Example 8
Source File: Texture.java From UltimateAndroid with Apache License 2.0 | 4 votes |
public static Texture createTexture(Bitmap bitmap, FlipRenderer renderer, GL10 gl) { Texture t = new Texture(); t.renderer = renderer; Assert.assertTrue("bitmap should not be null or recycled", bitmap != null && !bitmap.isRecycled()); int potW = Integer.highestOneBit(bitmap.getWidth() - 1) << 1; int potH = Integer.highestOneBit(bitmap.getHeight() - 1) << 1; t.contentWidth = bitmap.getWidth(); t.contentHeight = bitmap.getHeight(); t.width = potW; t.height = potH; if (AphidLog.ENABLE_DEBUG) { AphidLog.d("createTexture: %d, %d; POT: %d, %d", bitmap.getWidth(), bitmap.getHeight(), potW, potH); } gl.glGenTextures(1, t.id, 0); gl.glBindTexture(GL_TEXTURE_2D, t.id[0]); gl.glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); gl.glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); switch (bitmap.getConfig()) { case ARGB_8888: gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, potW, potH, 0, GL_RGBA, GL_UNSIGNED_BYTE, null); GLUtils.texSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bitmap); break; case ARGB_4444: gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, potW, potH, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, null); GLUtils.texSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bitmap); break; case RGB_565: gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, potW, potH, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, null); GLUtils.texSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bitmap); break; case ALPHA_8: default: throw new RuntimeException( "Unrecognized bitmap format for OpenGL texture: " + bitmap.getConfig()); } FlipRenderer.checkError(gl); return t; }
Example 9
Source File: SpriteTextRenderer.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(); if (mLabels != null) { mLabels.shutdown(gl); } else { mLabels = new LabelMaker(true, 256, 64); } mLabels.initialize(gl); mLabels.beginAdding(gl); mLabelA = mLabels.add(gl, "A", mLabelPaint); mLabelB = mLabels.add(gl, "B", mLabelPaint); mLabelC = mLabels.add(gl, "C", mLabelPaint); mLabelMsPF = mLabels.add(gl, "ms/f", mLabelPaint); mLabels.endAdding(gl); if (mNumericSprite != null) { mNumericSprite.shutdown(gl); } else { mNumericSprite = new NumericSprite(); } mNumericSprite.initialize(gl, mLabelPaint); }
Example 10
Source File: MatrixPaletteRenderer.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(); mGrid = generateWeightedGrid(gl); }
Example 11
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(); }