Available Methods
- glBindTexture ( )
- glGetUniformLocation ( )
- glEnableVertexAttribArray ( )
- glUniformMatrix4fv ( )
- glActiveTexture ( )
- glVertexAttribPointer ( )
- glUseProgram ( )
- glGetAttribLocation ( )
- glGenTextures ( )
- glUniform1i ( )
- glTexParameteri ( )
- glClear ( )
- glDrawArrays ( )
- glUniform1f ( )
- glViewport ( )
- glDeleteProgram ( )
- glCompileShader ( )
- glBindFramebuffer ( )
- glCreateProgram ( )
- glClearColor ( )
- glCreateShader ( )
- glLinkProgram ( )
- glAttachShader ( )
- glShaderSource ( )
- glDeleteTextures ( )
- glDisableVertexAttribArray ( )
- glGetShaderiv ( )
- glGetError ( )
- glGetProgramiv ( )
- glDeleteShader ( )
- glTexParameterf ( )
- glTexImage2D ( )
- glEnable ( )
- GL_NO_ERROR
- glBlendFunc ( )
- glDeleteFramebuffers ( )
- glFramebufferTexture2D ( )
- glBindBuffer ( )
- glDisable ( )
- glGenFramebuffers ( )
- glCheckFramebufferStatus ( )
- GL_TRUE
- glUniform2f ( )
- glUniform4fv ( )
- glDrawElements ( )
- GL_FRAMEBUFFER_COMPLETE
- glReadPixels ( )
- glGetIntegerv ( )
- glBufferData ( )
- glValidateProgram ( )
- GL_TEXTURE_2D ( )
- GL_FALSE
- glUniform2fv ( )
- glFinish ( )
- glGenBuffers ( )
- glFlush ( )
- glGetShaderInfoLog ( )
- glDeleteRenderbuffers ( )
- glDeleteBuffers ( )
- glGetString ( )
- glUniform3f ( )
- glRenderbufferStorage ( )
- glFramebufferRenderbuffer ( )
- glScissor ( )
- glBindAttribLocation ( )
- glGenRenderbuffers ( )
- glPixelStorei ( )
- glUniform4f ( )
- glUniform1fv ( )
- glUniformMatrix3fv ( )
- glGetProgramInfoLog ( )
- glBindRenderbuffer ( )
- GL_UNSIGNED_BYTE
- glUniform3fv ( )
- glTexSubImage2D ( )
- glCullFace ( )
- glDepthMask ( )
- GL_NEAREST
- glLineWidth ( )
- glGenerateMipmap ( )
- GL_TEXTURE0 ( )
- GL_RGBA
- glBlendColor ( )
- glDepthFunc ( )
- GL_RGB
- glBufferSubData ( )
- GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
- GL_LINES
- glFrontFace ( )
- glIsProgram ( )
- GL_TEXTURE5 ( )
- GL_LINEAR_MIPMAP_NEAREST
- GL_FRAGMENT_SHADER
- GL_FRAMEBUFFER_UNSUPPORTED
- glUniform1iv ( )
- GL_UNSIGNED_SHORT_4_4_4_4 ( )
- GL_LINEAR
- GL_NEAREST_MIPMAP_NEAREST
- GL_FLOAT
- glIsTexture ( )
- GL_LUMINANCE
- GL_DEPTH_BUFFER_BIT
- GL_TEXTURE1 ( )
- GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
- glDetachShader ( )
- glHint ( )
- GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
- GL_TEXTURE8 ( )
- GL_LINE_LOOP
- GL_VERTEX_SHADER
- GL_TEXTURE3 ( )
- GL_TEXTURE6 ( )
- glUniform4iv ( )
- GL_DEPTH_COMPONENT16 ( )
Related Classes
- java.io.File
- java.io.InputStream
- android.content.Context
- android.util.Log
- java.io.FileOutputStream
- android.os.Build
- android.graphics.Color
- android.graphics.Canvas
- android.graphics.Bitmap
- java.nio.ByteBuffer
- android.annotation.TargetApi
- android.annotation.SuppressLint
- android.graphics.BitmapFactory
- android.os.Environment
- android.os.Looper
- java.util.logging.Level
- java.io.BufferedOutputStream
- android.graphics.RectF
- android.graphics.Matrix
- java.nio.ByteOrder
- androidx.annotation.NonNull
- android.view.Surface
- android.hardware.Camera
- java.nio.FloatBuffer
- android.graphics.SurfaceTexture
Java Code Examples for android.opengl.GLES20#GL_TEXTURE6
The following examples show how to use
android.opengl.GLES20#GL_TEXTURE6 .
You can vote up the ones you like or vote down the ones you don't like,
and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: GLProgram.java From AndroidDemo with MIT License | 4 votes |
/** * prepared for later use */ public void setup(int position) { switch (mWinPosition) { case 1: _vertices = squareVertices1; _textureI = GLES20.GL_TEXTURE0; _textureII = GLES20.GL_TEXTURE1; _textureIII = GLES20.GL_TEXTURE2; _tIindex = 0; _tIIindex = 1; _tIIIindex = 2; break; case 2: _vertices = squareVertices2; _textureI = GLES20.GL_TEXTURE3; _textureII = GLES20.GL_TEXTURE4; _textureIII = GLES20.GL_TEXTURE5; _tIindex = 3; _tIIindex = 4; _tIIIindex = 5; break; case 3: _vertices = squareVertices3; _textureI = GLES20.GL_TEXTURE6; _textureII = GLES20.GL_TEXTURE7; _textureIII = GLES20.GL_TEXTURE8; _tIindex = 6; _tIIindex = 7; _tIIIindex = 8; break; case 4: _vertices = squareVertices4; _textureI = GLES20.GL_TEXTURE9; _textureII = GLES20.GL_TEXTURE10; _textureIII = GLES20.GL_TEXTURE11; _tIindex = 9; _tIIindex = 10; _tIIIindex = 11; break; case 0: default: _vertices = squareVertices; _textureI = GLES20.GL_TEXTURE0; _textureII = GLES20.GL_TEXTURE1; _textureIII = GLES20.GL_TEXTURE2; _tIindex = 0; _tIIindex = 1; _tIIIindex = 2; break; } }
Example 2
Source File: MultiInputFilter.java From UltimateAndroid with Apache License 2.0 | votes |
@Override protected void passShaderValues() { super.passShaderValues(); int tex = 0; for(int i = 0; i < numOfInputs-1; i++) { switch(i) { case 0: tex = GLES20.GL_TEXTURE1; break; case 1: tex = GLES20.GL_TEXTURE2; break; case 2: tex = GLES20.GL_TEXTURE3; break; case 3: tex = GLES20.GL_TEXTURE4; break; case 4: tex = GLES20.GL_TEXTURE5; break; case 5: tex = GLES20.GL_TEXTURE6; break; case 6: tex = GLES20.GL_TEXTURE7; break; case 7: tex = GLES20.GL_TEXTURE8; break; case 8: tex = GLES20.GL_TEXTURE9; break; } GLES20.glActiveTexture(tex); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[i]); GLES20.glUniform1i(textureHandle[i], i+1); } }
Example 3
Source File: MultiInputFilter.java From UltimateAndroid with Apache License 2.0 | votes |
@Override protected void passShaderValues() { super.passShaderValues(); int tex = 0; for(int i = 0; i < numOfInputs-1; i++) { switch(i) { case 0: tex = GLES20.GL_TEXTURE1; break; case 1: tex = GLES20.GL_TEXTURE2; break; case 2: tex = GLES20.GL_TEXTURE3; break; case 3: tex = GLES20.GL_TEXTURE4; break; case 4: tex = GLES20.GL_TEXTURE5; break; case 5: tex = GLES20.GL_TEXTURE6; break; case 6: tex = GLES20.GL_TEXTURE7; break; case 7: tex = GLES20.GL_TEXTURE8; break; case 8: tex = GLES20.GL_TEXTURE9; break; } GLES20.glActiveTexture(tex); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[i]); GLES20.glUniform1i(textureHandle[i], i+1); } }
Example 4
Source File: MultiInputFilter.java From AndroidFastImageProcessing with MIT License | votes |
@Override protected void passShaderValues() { super.passShaderValues(); int tex = 0; for(int i = 0; i < numOfInputs-1; i++) { switch(i) { case 0: tex = GLES20.GL_TEXTURE1; break; case 1: tex = GLES20.GL_TEXTURE2; break; case 2: tex = GLES20.GL_TEXTURE3; break; case 3: tex = GLES20.GL_TEXTURE4; break; case 4: tex = GLES20.GL_TEXTURE5; break; case 5: tex = GLES20.GL_TEXTURE6; break; case 6: tex = GLES20.GL_TEXTURE7; break; case 7: tex = GLES20.GL_TEXTURE8; break; case 8: tex = GLES20.GL_TEXTURE9; break; } GLES20.glActiveTexture(tex); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[i]); GLES20.glUniform1i(textureHandle[i], i+1); } }