本文整理汇总了Java中android.opengl.GLES11.glBindTexture方法的典型用法代码示例。如果您正苦于以下问题:Java GLES11.glBindTexture方法的具体用法?Java GLES11.glBindTexture怎么用?Java GLES11.glBindTexture使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类android.opengl.GLES11
的用法示例。
在下文中一共展示了GLES11.glBindTexture方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: setTexture
import android.opengl.GLES11; //导入方法依赖的package包/类
public void setTexture(String fileName) {
if (fileName == null) {
GLES11.glBindTexture(GLES11.GL_TEXTURE_2D, 0);
return;
}
Texture texture = textures.get(fileName);
if (texture == null || !texture.isValid()) {
addTexture(fileName);
texture = textures.get(fileName);
}
if (texture != null) {
if (!texture.isValid()) {
texture.index[0] = addTexture(fileName);
}
if (texture.index[0] != 0) {
GLES11.glBindTexture(GLES11.GL_TEXTURE_2D, texture.index[0]);
}
}
}
示例2: render
import android.opengl.GLES11; //导入方法依赖的package包/类
public void render() {
GLES11.glDisableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glDisable(GLES11.GL_CULL_FACE);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);
GLES11.glDisable(GLES11.GL_LIGHTING);
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
alite.getTextureManager().setTexture(textureFilename);
GLES11.glDrawArrays(glDrawMode, 0, numberOfVertices);
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glDisableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glBindTexture(GLES11.GL_TEXTURE_2D, 0);
}
示例3: setUpForDisplay
import android.opengl.GLES11; //导入方法依赖的package包/类
protected final void setUpForDisplay(Rect visibleArea) {
GLES11.glDisable(GLES11.GL_CULL_FACE);
GLES11.glDisable(GLES11.GL_LIGHTING);
GLES11.glBindTexture(GLES11.GL_TEXTURE_2D, 0);
GLES11.glDisable(GLES11.GL_TEXTURE_2D);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glLoadIdentity();
GlUtils.ortho(game, visibleArea);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
示例4: freeTexture
import android.opengl.GLES11; //导入方法依赖的package包/类
public void freeTexture(String fileName) {
Texture texture = textures.get(fileName);
if (texture != null && texture.isValid()) {
GLES11.glBindTexture(GLES11.GL_TEXTURE_2D, 0);
GLES11.glDeleteTextures(1, texture.index, 0);
GLES11.glFinish();
textures.put(fileName, null);
bitmaps.remove(fileName);
texturePool.free(texture);
}
}
示例5: cleanUp
import android.opengl.GLES11; //导入方法依赖的package包/类
protected void cleanUp() {
GLES11.glDisable(GLES11.GL_BLEND);
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glDisableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glBindTexture(GLES11.GL_TEXTURE_2D, 0);
}
示例6: begin
import android.opengl.GLES11; //导入方法依赖的package包/类
public void begin(float red, float green, float blue, float alpha) {
GLES11.glColor4f(red, green, blue, alpha); // Set Color+Alpha
GLES11.glEnable(GLES11.GL_TEXTURE_2D);
GLES11.glBindTexture(GLES11.GL_TEXTURE_2D, textureId); // Bind the
// Texture
batch.beginBatch(); // Begin Batch
}
示例7: render
import android.opengl.GLES11; //导入方法依赖的package包/类
@Override
public void render() {
setUp();
GLES11.glColor4f(Settings.alpha, Settings.alpha, Settings.alpha, Settings.alpha);
GLES11.glDrawArrays(GLES11.GL_TRIANGLE_STRIP, 0, 4);
computeLaser();
if (currentLaserIndex >= 0) {
laser.simpleRender();
}
if (!witchSpace) {
compass.render();
}
infoGauges.render();
GLES11.glColor4f(Settings.alpha, Settings.alpha, Settings.alpha, Settings.alpha);
aliteText.justRender();
if (safeZone) {
safeIcon.justRender();
}
if (System.currentTimeMillis() < ecmActive) {
ecmIcon.justRender();
}
if (Settings.controlMode == ShipControl.CONTROL_PAD && controlPad != null) {
controlPad.render();
} else if ((Settings.controlMode == ShipControl.CURSOR_BLOCK || Settings.controlMode == ShipControl.CURSOR_SPLIT_BLOCK) && controlKeys != null) {
controlKeys.render();
}
GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
switch (viewDirection) {
case 0: frontViewport.justRender(); break;
case 1: rightViewport.justRender(); break;
case 2: rearViewport.justRender(); break;
case 3: leftViewport.justRender(); break;
}
GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glBindTexture(GLES11.GL_TEXTURE_2D, 0);
renderLollipops();
if (zoomFactor > 1.5f && zoomFactor < 3.0f) {
GLES11.glColor4f(0.94f * Settings.alpha, 0.94f * Settings.alpha, 0.0f, 0.6f * Settings.alpha);
alite.getFont().drawText("x2", RADAR_X1 + 20, RADAR_Y1 + 20, false, 1.0f);
} else if (zoomFactor > 3.0f) {
GLES11.glColor4f(0.94f * Settings.alpha, 0.94f * Settings.alpha, 0.0f, 0.6f * Settings.alpha);
alite.getFont().drawText("x4", RADAR_X1 + 20, RADAR_Y1 + 20, false, 1.0f);
}
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glDisable(GLES11.GL_BLEND);
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glDisableClientState(GLES11.GL_VERTEX_ARRAY);
cleanUp();
}
示例8: loadTexture
import android.opengl.GLES11; //导入方法依赖的package包/类
private final void loadTexture(Bitmap bitmap, int index) {
GLES11.glBindTexture(GLES11.GL_TEXTURE_2D, index);
GLES11.glTexParameterf(GLES11.GL_TEXTURE_2D, GLES11.GL_TEXTURE_MAG_FILTER, GLES11.GL_LINEAR);
GLES11.glTexParameterf(GLES11.GL_TEXTURE_2D, GLES11.GL_TEXTURE_MIN_FILTER, GLES11.GL_LINEAR);
GLUtils.texImage2D(GLES11.GL_TEXTURE_2D, 0, bitmap, 0);
}
示例9: performPresent
import android.opengl.GLES11; //导入方法依赖的package包/类
@Override
public void performPresent(float deltaTime) {
if (isDisposed) {
return;
}
GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT | GLES11.GL_DEPTH_BUFFER_BIT);
GLES11.glClearDepthf(1.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glEnable(GLES11.GL_TEXTURE_2D);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glPushMatrix();
GLES11.glLoadIdentity();
Rect visibleArea = ((AndroidGraphics) ((Alite) game).getGraphics()).getVisibleArea();
GlUtils.ortho(game, visibleArea);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glDisable(GLES11.GL_DEPTH_TEST);
GLES11.glColor4f(globalAlpha, globalAlpha, globalAlpha, globalAlpha);
background.render();
GLES11.glColor4f(globalAlpha * alpha, globalAlpha * alpha, globalAlpha * alpha, globalAlpha * alpha);
aliteLogo.render();
if (y < 1200) {
int i = 0;
for (TextData text: texts) {
i++;
if (y + text.y > -120) {
if (y + text.y > 1080) {
break;
}
setGlColor(text.color);
font.drawText(text.text, text.x, y + text.y, true, text.scale);
if (y + text.y < 525 && i == texts.size() - 1) {
end = true;
}
}
}
}
GLES11.glColor4f(globalAlpha, globalAlpha, globalAlpha, globalAlpha);
((Alite) game).getFont().drawText("Alite Version " + Alite.VERSION_STRING, 0, 1030, false, 1.0f);
GLES11.glDisable(GLES11.GL_CULL_FACE);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glPopMatrix();
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glEnable(GLES11.GL_DEPTH_TEST);
GLES11.glDisable(GLES11.GL_TEXTURE_2D);
GLES11.glBindTexture(GLES11.GL_TEXTURE_2D, 0);
}
示例10: beginBatch
import android.opengl.GLES11; //导入方法依赖的package包/类
public void beginBatch(int textureId) {
GLES11.glBindTexture(GLES11.GL_TEXTURE_2D, textureId); // Bind Texture
numSprites = 0; // Empty Sprite Counter
bufferIndex = 0; // Reset Buffer Index (Empty)
}