Java Code Examples for javax.microedition.khronos.opengles.GL10#glEnable()
The following examples show how to use
javax.microedition.khronos.opengles.GL10#glEnable() .
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Example 1
Source File: SolarSystemRenderer.java From opengl with Apache License 2.0 | 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.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_BACK); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); }
Example 2
Source File: FlipRenderer.java From UltimateAndroid with Apache License 2.0 | 6 votes |
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glShadeModel(GL_SMOOTH); gl.glClearDepthf(1.0f); gl.glEnable(GL_DEPTH_TEST); gl.glDepthFunc(GL_LEQUAL); gl.glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); created = true; cards.invalidateTexture(); flipViewController.sendMessage(FlipViewController.MSG_SURFACE_CREATED); if (AphidLog.ENABLE_DEBUG) { AphidLog.d("onSurfaceCreated"); } }
Example 3
Source File: BouncyCubeRenderer.java From opengl with Apache License 2.0 | 6 votes |
public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); float aspectRatio; float zNear =.1f; float zFar =1000; float fieldOfView = 30.0f/57.3f; float size; gl.glEnable(GL10.GL_NORMALIZE); aspectRatio=(float)width/(float)height; gl.glMatrixMode(GL10.GL_PROJECTION); size = zNear * (float)(Math.tan((double)(fieldOfView/2.0f))); gl.glFrustumf(-size, size, -size /aspectRatio, size /aspectRatio, zNear, zFar); gl.glMatrixMode(GL10.GL_MODELVIEW); }
Example 4
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 5
Source File: TGAGLSurfaceView.java From TGAReader with MIT License | 5 votes |
public int createTGATexture(GL10 gl, String path) { int texture = 0; try { InputStream is = getContext().getAssets().open(path); byte [] buffer = new byte[is.available()]; is.read(buffer); is.close(); int [] pixels = TGAReader.read(buffer, TGAReader.ABGR); int width = TGAReader.getWidth(buffer); int height = TGAReader.getHeight(buffer); int [] textures = new int[1]; gl.glGenTextures(1, textures, 0); gl.glEnable(GL_TEXTURE_2D); gl.glBindTexture(GL_TEXTURE_2D, textures[0]); gl.glPixelStorei(GL_UNPACK_ALIGNMENT, 4); IntBuffer texBuffer = IntBuffer.wrap(pixels); gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texBuffer); gl.glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); gl.glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); gl.glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); texture = textures[0]; } catch (IOException e) { e.printStackTrace(); } return texture; }
Example 6
Source File: PLHotspot.java From panoramagl with Apache License 2.0 | 5 votes |
/** * render methods */ @Override protected void internalRender(GL10 gl, PLIRenderer renderer) { this.calculateCoords(gl); List<PLITexture> textures = this.getTextures(); int textureId = (textures.size() > 0 ? textures.get(0).getTextureId(gl) : 0); if (textureId == 0 || mVertexsBuffer == null || mTextureCoordsBuffer == null) return; gl.glEnable(GL10.GL_TEXTURE_2D); PLIView view = renderer.getInternalView(); gl.glColor4f(1.0f, 1.0f, 1.0f, (view != null && view.isValidForTransition()) || this.getTouchStatus() == PLSceneElementTouchStatus.PLSceneElementTouchStatusOut ? this.getAlpha() : mOverAlpha); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexsBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureCoordsBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_FRONT); gl.glShadeModel(GL10.GL_SMOOTH); gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisable(GL10.GL_TEXTURE_2D); gl.glDisable(GL10.GL_BLEND); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); }
Example 7
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 8
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 9
Source File: OpenGLRenderer.java From smartGL with Apache License 2.0 | 5 votes |
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { mPreviousTime = 0; gl.glClearDepthf(1.0f); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); checkDoubleSided(gl); }
Example 10
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 11
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 12
Source File: TGAGLSurfaceView.java From TGAReader with MIT License | 5 votes |
private void draw(GL10 gl, int texture) { gl.glEnable(GL_TEXTURE_2D); gl.glActiveTexture(GL_TEXTURE0); gl.glBindTexture(GL_TEXTURE_2D, texture); // front gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); // back gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 4, 4); gl.glDisable(GL_TEXTURE_2D); }
Example 13
Source File: RotationVectorDemo.java From codeexamples-android with Eclipse Public License 1.0 | 5 votes |
public void draw(GL10 gl) { gl.glEnable(GL10.GL_CULL_FACE); gl.glFrontFace(GL10.GL_CW); gl.glShadeModel(GL10.GL_SMOOTH); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); }
Example 14
Source File: TGAGLSurfaceView.java From TGAReader with MIT License | 5 votes |
@Override public void onDrawFrame(GL10 gl) { gl.glClearColor(0.5f, 0.5f, 0.5f, 1); gl.glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, positionBuffer); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texcoordBuffer); gl.glEnable(GL_CULL_FACE); gl.glCullFace(GL_BACK); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); GLU.gluLookAt(gl, 3, 3, 3, 0, 0, 0, 0, 1, 0); // draw front and back draw(gl, tgaTextures[0]); // draw left and right gl.glPushMatrix(); gl.glRotatef(90, 0, 1, 0); draw(gl, tgaTextures[1]); gl.glPopMatrix(); // draw top and bottom gl.glPushMatrix(); gl.glRotatef(-90, 1, 0, 0); draw(gl, tgaTextures[2]); gl.glPopMatrix(); }
Example 15
Source File: VortexRenderer.java From opengl with Apache License 2.0 | 5 votes |
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { // preparation Log.i(LOG_TAG, "onSurfaceCreated()"); gl.glMatrixMode(GL10.GL_PROJECTION); float size = .01f * (float) Math.tan(Math.toRadians(45.0) / 2); float ratio = _width / _height; // perspective: gl.glFrustumf(-size, size, -size / ratio, size / ratio, 0.01f, 100.0f); // orthographic: //gl.glOrthof(-1, 1, -1 / ratio, 1 / ratio, 0.01f, 100.0f); gl.glViewport(0, 0, (int) _width, (int) _height); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glEnable(GL10.GL_DEPTH_TEST); // define the color we want to be displayed as the "clipping wall" gl.glClearColor(0f, 0f, 0f, 1.0f); // enable the differentiation of which side may be visible gl.glEnable(GL10.GL_CULL_FACE); // which is the front? the one which is drawn counter clockwise gl.glFrontFace(GL10.GL_CCW); // which one should NOT be drawn gl.glCullFace(GL10.GL_BACK); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); initTriangle(); }
Example 16
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 17
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); }
Example 18
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 19
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 20
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; }