Java Code Examples for javax.microedition.khronos.opengles.GL10#glTexCoordPointer()
The following examples show how to use
javax.microedition.khronos.opengles.GL10#glTexCoordPointer() .
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Example 1
Source File: GLBitmap.java From TikTok with Apache License 2.0 | 6 votes |
public void draw(GL10 gl) { // bind the previously generated texture gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); // Point to our buffers gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Set the face rotation gl.glFrontFace(GL10.GL_CW); // Point to our vertex buffer gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); // Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3); // Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); }
Example 2
Source File: Grid.java From codeexamples-android with Eclipse Public License 1.0 | 6 votes |
public void draw(GL10 gl, boolean useTexture) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); if (useTexture) { gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer); gl.glEnable(GL10.GL_TEXTURE_2D); } else { gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_TEXTURE_2D); } gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); }
Example 3
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 4
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 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: 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 7
Source File: ShadeRenderer.java From BobEngine with GNU Lesser General Public License v2.1 | 5 votes |
@Override public void render(GL10 gl, int layer) { if (alpha[layer] > 0.0001f) { float x = 0; float y = 0; float width = getRoom().getViewWidth(); float height = getRoom().getViewHeight(); x += getRoom().getCameraLeftEdge() * getRoom().getGridUnitX(); y += getRoom().getCameraBottomEdge() * getRoom().getGridUnitY(); vertices[0] = x; // Bottom Left X vertices[1] = y; // Bottom Left Y vertices[2] = vertices[0]; // Top Left X (Same as Bottom X) vertices[3] = y + height; // Top Left Y vertices[4] = x + width; // Bottom Right X vertices[5] = vertices[1]; // Bottom Right Y (Same as Left Y) vertices[6] = vertices[4]; // Top Right X (Same as Bottom X) vertices[7] = vertices[3]; // Top Right Y (Same as Left Y) vertexBuffer.clear(); vertexBuffer.put(vertices); vertexBuffer.position(0); textureBuffer.position(0); indexBuffer.position(0); gl.glBindTexture(GL11.GL_TEXTURE_2D, 0); gl.glColor4f(red[layer] * alpha[layer], green[layer] * alpha[layer], blue[layer] * alpha[layer], alpha[layer]); // Point to our vertex and texture buffers gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); // Draw the vertices as triangles gl.glDrawElements(GL10.GL_TRIANGLES, INDICES.length, GL10.GL_UNSIGNED_SHORT, indexBuffer); } }
Example 8
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 9
Source File: SpriteTextRenderer.java From codeexamples-android with Eclipse Public License 1.0 | 5 votes |
public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CCW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mFVertexBuffer); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer); gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, VERTS, GL10.GL_UNSIGNED_SHORT, mIndexBuffer); }
Example 10
Source File: TriangleRenderer.java From codeexamples-android with Eclipse Public License 1.0 | 5 votes |
public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CCW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mFVertexBuffer); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer); gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, VERTS, GL10.GL_UNSIGNED_SHORT, mIndexBuffer); }
Example 11
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 12
Source File: Page.java From PlayLikeCurl with MIT License | 4 votes |
public void draw(GL10 gl,Context context) { if(needtextureupdate) { needtextureupdate=false; loadGLTexture(gl, context); } calculateVerticesCoords(); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glFrontFace(GL10.GL_CCW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); }
Example 13
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 14
Source File: QuadRenderSystem.java From BobEngine with GNU Lesser General Public License v2.1 | 4 votes |
/** * Render the quads in this system. * * @param gl OpenGL ES 1 object. * @param layer layer to render. */ public void render(GL10 gl, int layer) { boolean obFound = false; int gID; int numIndices = 0; // The number of indices for all objects if (graphic == null) { gID = 0; } else { gID = graphic.id; } for (int i = 0; i < numQuads; i++) { Transformation t = quads.get(i).getTransformation(); GraphicAreaTransformation g = quads.get(i).getGraphicAreaTransformation(); if (t.getLayer() == layer && onScreen(t, getRoom()) && Transform.getRealVisibility(t)) { if (!obFound) { vertexBuffer.clear(); textureBuffer.clear(); vertexBuffer.position(0); textureBuffer.position(0); indexBuffer[layer].position(0); obFound = true; } vertexBuffer.put(getVertices(t)); textureBuffer.put(getVertices(g)); numIndices += INDICES; } } if (obFound) { if (numIndices != lastIndex[layer]) { if (numIndices > indices.length) { indices = new short[numIndices + 1]; } for (int i = 0; i < numIndices; i += 6) { indices[i + 0] = (short) (((i / 6) * 4) + 0); indices[i + 1] = (short) (((i / 6) * 4) + 1); indices[i + 2] = (short) (((i / 6) * 4) + 2); indices[i + 3] = (short) (((i / 6) * 4) + 1); indices[i + 4] = (short) (((i / 6) * 4) + 2); indices[i + 5] = (short) (((i / 6) * 4) + 3); } indexBuffer[layer].clear(); indexBuffer[layer].put(indices); lastIndex[layer] = numIndices; } vertexBuffer.position(0); textureBuffer.position(0); indexBuffer[layer].position(0); // Add color gl.glColor4f(red[layer] * alpha[layer], green[layer] * alpha[layer], blue[layer] * alpha[layer], alpha[layer]); // Bind the texture gl.glBindTexture(GL11.GL_TEXTURE_2D, gID); // Point to our vertex and texture buffers gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); // Draw the vertices as triangles gl.glDrawElements(GL10.GL_TRIANGLES, numIndices, GL10.GL_UNSIGNED_SHORT, indexBuffer[layer]); } }