Java Code Examples for javax.microedition.khronos.opengles.GL10#glHint()
The following examples show how to use
javax.microedition.khronos.opengles.GL10#glHint() .
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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: Graph3DRenderer.java From ncalc with GNU General Public License v3.0 | 6 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) { p = new Parser(Parser.STANDARD_FUNCTIONS | Parser.OPTIONAL_PARENS | Parser.OPTIONAL_STARS | Parser.OPTIONAL_SPACES | Parser.BRACES | Parser.BRACKETS); x = new Variable("x"); y = new Variable("y"); p.add(x); p.add(y); GraphMath.setUpParser(p); milliseconds = System.currentTimeMillis(); importFunctions(); gl.glDisable(GL10.GL_DITHER); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); gl.glClearColor(0, 0, 0, 1); gl.glEnable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); }
Example 3
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 4
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 5
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 6
Source File: BouncyCubeRenderer.java From opengl with Apache License 2.0 | 6 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glDisable(GL11.GL_DITHER); gl.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_FASTEST); if (mTranslucentBackground) { gl.glClearColor(1,0,0,0); } else { gl.glClearColor(1,1,1,1); } gl.glEnable(GL11.GL_CULL_FACE); gl.glShadeModel(GL11.GL_SMOOTH); gl.glEnable(GL11.GL_DEPTH_TEST); }
Example 7
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 8
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 9
Source File: GLFieldView.java From homescreenarcade with GNU General Public License v3.0 | 5 votes |
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glClearColor(0.0f, 0.0f, 0.0f, 1); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); gl.glShadeModel(GL10.GL_FLAT); gl.glDisable(GL10.GL_DEPTH_TEST); // Alpha support. gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluOrtho2D(gl, 0, getWidth(), getHeight(), 0); }
Example 10
Source File: DemoHeartRateSensorActivity.java From BLE-Heart-rate-variability-demo with MIT License | 5 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig eglConfig) { gl.glDisable(GL10.GL_DITHER); 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); }
Example 11
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 12
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 13
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 14
Source File: OpenGLRenderer.java From opengl with Apache License 2.0 | 5 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) { // Set the background color to black ( rgba ). gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // OpenGL docs. // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH);// OpenGL docs. // Depth buffer setup. gl.glClearDepthf(1.0f);// OpenGL docs. // Enables depth testing. gl.glEnable(GL10.GL_DEPTH_TEST);// OpenGL docs. // The type of depth testing to do. gl.glDepthFunc(GL10.GL_LEQUAL);// OpenGL docs. // Really nice perspective calculations. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, // OpenGL docs. GL10.GL_NICEST); }
Example 15
Source File: PageRenderer.java From PlayLikeCurl with MIT License | 5 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) { frontPage.loadGLTexture(gl, this.context); rightPage.loadGLTexture(gl, this.context); leftPage.loadGLTexture(gl, this.context); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glShadeModel(GL10.GL_SMOOTH); gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); gl.glClearDepthf(1.0f); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); }
Example 16
Source File: CurlRenderer.java From Android-Example with Apache License 2.0 | 5 votes |
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glClearColor(0f, 0f, 0f, 1f); gl.glShadeModel(GL10.GL_SMOOTH); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glHint(GL10.GL_LINE_SMOOTH_HINT, GL10.GL_NICEST); gl.glHint(GL10.GL_POLYGON_SMOOTH_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_LINE_SMOOTH); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDisable(GL10.GL_CULL_FACE); mObserver.onSurfaceCreated(); }
Example 17
Source File: MyGLRenderer.java From TikTok with Apache License 2.0 | 5 votes |
@Override public void onSurfaceCreated(GL10 gl, javax.microedition.khronos.egl.EGLConfig arg1) { glBitmap.loadGLTexture(gl, this.context); gl.glEnable(GL10.GL_TEXTURE_2D); // Enable Texture Mapping ( NEW ) gl.glShadeModel(GL10.GL_SMOOTH); // Enable Smooth Shading gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background gl.glClearDepthf(1.0f); // Depth Buffer Setup gl.glEnable(GL10.GL_DEPTH_TEST); // Enables Depth Testing gl.glDepthFunc(GL10.GL_LEQUAL); // The Type Of Depth Testing To Do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); }
Example 18
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 19
Source File: GLRender.java From LiveBlurListView with Apache License 2.0 | 4 votes |
private void process(Bitmap bitmap, boolean fast) { final GL10 gl = mGL; gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glClearDepthf(1.0f); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_LEQUAL); float[] color = new float[16]; FloatBuffer colorBuffer; float[] texVertex = new float[12]; FloatBuffer vertexBuffer; ByteBuffer texByteBuffer = ByteBuffer.allocateDirect(texVertex.length * 4); texByteBuffer.order(ByteOrder.nativeOrder()); vertexBuffer = texByteBuffer.asFloatBuffer(); vertexBuffer.put(texVertex); vertexBuffer.position(0); ByteBuffer colorByteBuffer = ByteBuffer.allocateDirect(color.length * 4); colorByteBuffer.order(ByteOrder.nativeOrder()); colorBuffer = colorByteBuffer.asFloatBuffer(); colorBuffer.put(color); colorBuffer.position(0); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glPushMatrix(); gl.glTranslatef(0.0f, 0.0f, 0.0f); colorBuffer.clear(); colorBuffer.put(1.0f); colorBuffer.put(0.0f); colorBuffer.put(0.0f); colorBuffer.put(1.0f); colorBuffer.put(1.0f); colorBuffer.put(0.0f); colorBuffer.put(0.0f); colorBuffer.put(1.0f); colorBuffer.put(1.0f); colorBuffer.put(0.0f); colorBuffer.put(0.0f); colorBuffer.put(1.0f); colorBuffer.put(1.0f); colorBuffer.put(0.0f); colorBuffer.put(0.0f); colorBuffer.put(1.0f); vertexBuffer.clear(); vertexBuffer.put(0); vertexBuffer.put(0); vertexBuffer.put(0); vertexBuffer.put(5f); vertexBuffer.put(0); vertexBuffer.put(0); vertexBuffer.put(5f); vertexBuffer.put(5f); vertexBuffer.put(0); vertexBuffer.put(0); vertexBuffer.put(5f); vertexBuffer.put(0); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer); gl.glDrawArrays(GL10.GL_LINE_LOOP, 0, 4); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glPopMatrix(); }
Example 20
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); }