本文整理汇总了Java中android.opengl.GLES11.glClear方法的典型用法代码示例。如果您正苦于以下问题:Java GLES11.glClear方法的具体用法?Java GLES11.glClear怎么用?Java GLES11.glClear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.glClear方法的15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: renderScroller
import android.opengl.GLES11; //导入方法依赖的package包/类
public void renderScroller(final float deltaTime) {
GLES11.glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glPushMatrix();
GLES11.glLoadIdentity();
Rect visibleArea = ((AndroidGraphics) alite.getGraphics()).getVisibleArea();
GlUtils.ortho(alite, visibleArea);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
message.render(alite);
if (scrollingText != null) {
scrollingText.render(deltaTime);
}
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glPopMatrix();
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
}
示例2: initializeGl
import android.opengl.GLES11; //导入方法依赖的package包/类
private void initializeGl() {
float ratio = (float) windowWidth / (float) windowHeight;
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GlUtils.setViewport(visibleArea);
GLES11.glLoadIdentity();
GlUtils.gluPerspective(game, 45.0f, ratio, 10.0f, 1000.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT | GLES11.GL_DEPTH_BUFFER_BIT);
GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST);
GLES11.glEnable(GLES11.GL_DEPTH_TEST);
GLES11.glDepthFunc(GLES11.GL_LEQUAL);
GLES11.glEnable(GLES11.GL_BLEND);
GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
}
示例3: displayShip
import android.opengl.GLES11; //导入方法依赖的package包/类
public void displayShip() {
Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
float aspectRatio = (float) visibleArea.width() / (float) visibleArea.height();
GLES11.glEnable(GLES11.GL_TEXTURE_2D);
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glLoadIdentity();
GlUtils.gluPerspective(game, 45.0f, aspectRatio, 1.0f, 900000.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnable(GLES11.GL_DEPTH_TEST);
GLES11.glDepthFunc(GLES11.GL_LESS);
GLES11.glClear(GLES11.GL_DEPTH_BUFFER_BIT);
GLES11.glPushMatrix();
GLES11.glMultMatrixf(currentShip.getMatrix(), 0);
currentShip.render();
GLES11.glPopMatrix();
GLES11.glDisable(GLES11.GL_DEPTH_TEST);
GLES11.glDisable(GLES11.GL_TEXTURE_2D);
setUpForDisplay(visibleArea);
}
示例4: displayShip
import android.opengl.GLES11; //导入方法依赖的package包/类
public void displayShip() {
Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
float aspectRatio = (float) visibleArea.width() / (float) visibleArea.height();
GLES11.glEnable(GLES11.GL_TEXTURE_2D);
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glLoadIdentity();
GlUtils.gluPerspective(game, 45.0f, aspectRatio, 1.0f, 100000.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnable(GLES11.GL_DEPTH_TEST);
GLES11.glDepthFunc(GLES11.GL_LESS);
GLES11.glClear(GLES11.GL_DEPTH_BUFFER_BIT);
GLES11.glPushMatrix();
GLES11.glMultMatrixf(constrictor.getMatrix(), 0);
constrictor.render();
GLES11.glPopMatrix();
GLES11.glDisable(GLES11.GL_DEPTH_TEST);
GLES11.glDisable(GLES11.GL_TEXTURE_2D);
setUpForDisplay(visibleArea);
}
示例5: displayShip
import android.opengl.GLES11; //导入方法依赖的package包/类
public void displayShip() {
Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
float aspectRatio = (float) visibleArea.width() / (float) visibleArea.height();
GLES11.glEnable(GLES11.GL_TEXTURE_2D);
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glLoadIdentity();
GlUtils.gluPerspective(game, 45.0f, aspectRatio, 1.0f, 100000.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnable(GLES11.GL_DEPTH_TEST);
GLES11.glDepthFunc(GLES11.GL_LESS);
GLES11.glClear(GLES11.GL_DEPTH_BUFFER_BIT);
GLES11.glPushMatrix();
GLES11.glMultMatrixf(cougar.getMatrix(), 0);
cougar.render();
GLES11.glPopMatrix();
GLES11.glDisable(GLES11.GL_DEPTH_TEST);
GLES11.glDisable(GLES11.GL_TEXTURE_2D);
setUpForDisplay(visibleArea);
}
示例6: initDisplay
import android.opengl.GLES11; //导入方法依赖的package包/类
private void initDisplay(final Rect visibleArea) {
float aspectRatio = (float) visibleArea.width() / (float) visibleArea.height();
GLES11.glEnable(GLES11.GL_TEXTURE_2D);
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glLoadIdentity();
GlUtils.gluPerspective(game, 45.0f, aspectRatio, 1.0f, 900000.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glPushMatrix();
GLES11.glMultMatrixf(skysphere.getMatrix(), 0);
skysphere.render();
GLES11.glPopMatrix();
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnable(GLES11.GL_DEPTH_TEST);
GLES11.glDepthFunc(GLES11.GL_LESS);
GLES11.glClear(GLES11.GL_DEPTH_BUFFER_BIT);
GLES11.glDisable(GLES11.GL_BLEND);
}
示例7: afterDisplay
import android.opengl.GLES11; //导入方法依赖的package包/类
public void afterDisplay() {
Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
float aspectRatio = (float) visibleArea.width() / (float) visibleArea.height();
GLES11.glEnable(GLES11.GL_TEXTURE_2D);
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glLoadIdentity();
GlUtils.gluPerspective(game, 45.0f, aspectRatio, 20000.0f, 1000000.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnable(GLES11.GL_DEPTH_TEST);
GLES11.glDepthFunc(GLES11.GL_LESS);
GLES11.glClear(GLES11.GL_DEPTH_BUFFER_BIT);
GLES11.glPushMatrix();
GLES11.glMultMatrixf(planet.getMatrix(), 0);
planet.render();
GLES11.glPopMatrix();
GLES11.glDisable(GLES11.GL_DEPTH_TEST);
GLES11.glDisable(GLES11.GL_TEXTURE_2D);
setUpForDisplay(visibleArea);
}
示例8: 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.glDisable(GLES11.GL_CULL_FACE);
GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT | GLES11.GL_DEPTH_BUFFER_BIT);
counter += 0.72f;
if (counter > 360) {
counter = 0;
}
switch (increase) {
case 0: red += 0.002f; if (red > 1.0f) red = 1.0f; break;
case 1: green += 0.002f; if (green > 1.0f) green = 1.0f; break;
case 2: blue += 0.002f; if (blue > 1.0f) blue = 1.0f; break;
}
GLES11.glLoadIdentity();
lookAt(-3.5f, 0, 0,
-3.5f, 1.0f, 0,
(float) Math.sin(Math.toRadians(counter)), 0.0f, (float) Math.cos(Math.toRadians(counter)));
GLES11.glRotatef(counter * 2, 0.0f, 0.0f, 1.0f);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, textureBuffer);
GLES11.glMatrixMode(GLES11.GL_TEXTURE);
GLES11.glTranslatef(0.0f, -0.015f, 0.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glColor4f(red, green, blue, 1.0f);
GLES11.glDrawArrays(GLES11.GL_TRIANGLE_STRIP, 0, totalIndices);
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
示例9: performUpdate
import android.opengl.GLES11; //导入方法依赖的package包/类
@Override
public void performUpdate(float deltaTime) {
if (mode == 0) {
performFadeIn(deltaTime);
} else if (mode == 1) {
performWait(3000000000l);
} else if (mode == 2) {
performFadeOut(deltaTime);
} else if (mode == 3 || mode == 4) {
performUpdateLines(deltaTime);
}
if (returnToOptions) {
globalAlpha *= 0.95f;
musicVolume *= 0.95f;
endCreditsMusic.setVolume(musicVolume);
}
for (TouchEvent event: game.getInput().getTouchEvents()) {
if (event.type == TouchEvent.TOUCH_DOWN && !returnToOptions) {
SoundManager.play(Assets.click);
returnToOptions = true;
}
}
if (returnToOptions && globalAlpha < 0.01) {
GLES11.glClear(GLES11.GL_DEPTH_BUFFER_BIT | GLES11.GL_COLOR_BUFFER_BIT);
GLES11.glDisable(GLES11.GL_DEPTH_TEST);
game.setScreen(new OptionsScreen(game));
}
}
示例10: clear
import android.opengl.GLES11; //导入方法依赖的package包/类
@Override
public void clear(long color) {
int alpha = (int) ((color & 0xFF000000l) >> 24);
int red = (int) (color & 0x00FF0000) >> 16;
int green = (int) (color & 0x0000FF00) >> 8;
int blue = (int) (color & 0x000000FF);
GLES11.glClearColor(red / 255.0f, green / 255.0f, blue / 255.0f, alpha / 255.0f);
GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT);
}
示例11: render
import android.opengl.GLES11; //导入方法依赖的package包/类
public void render(Graphics g) {
if (AndroidGame.resetting) {
GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT);
return;
}
int counter = 0;
int positionCounter = 0;
int selX = -1;
int selY = -1;
for (NavigationEntry entry: targets) {
if (!entry.visible) {
counter++;
continue;
}
if ((counter * SIZE + SIZE) < position) {
counter++;
positionCounter++;
continue;
}
int halfWidth = g.getTextWidth(entry.title, Assets.regularFont) >> 1;
int halfHeight = g.getTextHeight(entry.title, Assets.regularFont) >> 1;
int y = positionCounter * SIZE - position + 1;
int x = 1920 - SIZE;
g.gradientRect(x + 5, y + 5, SIZE - 6, SIZE - 6, true, true, AliteColors.get().backgroundLight(), AliteColors.get().backgroundDark());
if (entry.image != null) {
g.drawPixmap(entry.image, x + 5, y + 5);
}
if (counter == activeIndex) {
selX = x;
selY = y;
}
g.rec3d(x, y, SIZE, SIZE, 5, counter == activeIndex ? AliteColors.get().selectedColoredFrameLight() : AliteColors.get().coloredFrameLight(),
counter == activeIndex ? AliteColors.get().selectedColoredFrameDark() : AliteColors.get().coloredFrameDark());
y = positionCounter * SIZE;
long color = counter == activeIndex ? AliteColors.get().selectedText() : AliteColors.get().message();
int yPos = entry.image == null ? (int) (y + (SIZE >> 1) - halfHeight + Assets.regularFont.getSize() / 2) - position :
(int) (y + SIZE - position - 10);
g.drawText(entry.title, 1920 - (SIZE >> 1) - halfWidth, yPos, color, Assets.regularFont);
counter++;
positionCounter++;
}
if (selX != -1 && selY != -1) {
g.rec3d(selX, selY, SIZE, SIZE, 5, AliteColors.get().selectedColoredFrameLight(), AliteColors.get().selectedColoredFrameDark());
}
}
示例12: initGl
import android.opengl.GLES11; //导入方法依赖的package包/类
private void initGl() {
Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
int windowWidth = visibleArea.width();
int windowHeight = visibleArea.height();
float ratio = (float) windowWidth / (float) windowHeight;
GlUtils.setViewport(visibleArea);
GLES11.glDisable(GLES11.GL_FOG);
GLES11.glPointSize(1.0f);
GLES11.glLineWidth(1.0f);
GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE_MINUS_SRC_ALPHA);
GLES11.glDisable(GLES11.GL_BLEND);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glLoadIdentity();
GlUtils.gluPerspective(game, 45.0f, ratio, 1.0f, 900000.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLES11.glShadeModel(GLES11.GL_SMOOTH);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_AMBIENT, lightAmbient, 0);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_DIFFUSE, lightDiffuse, 0);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_SPECULAR, lightSpecular, 0);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_POSITION, lightPosition, 0);
GLES11.glEnable(GLES11.GL_LIGHT1);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_AMBIENT, sunLightAmbient, 0);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_DIFFUSE, sunLightDiffuse, 0);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_SPECULAR, sunLightSpecular, 0);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_POSITION, sunLightPosition, 0);
GLES11.glEnable(GLES11.GL_LIGHT2);
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT);
GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST);
GLES11.glHint(GLES11.GL_POLYGON_SMOOTH_HINT, GLES11.GL_NICEST);
GLES11.glEnable(GLES11.GL_CULL_FACE);
}
示例13: initGl
import android.opengl.GLES11; //导入方法依赖的package包/类
private void initGl() {
Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
int windowWidth = visibleArea.width();
int windowHeight = visibleArea.height();
float ratio = (float) windowWidth / (float) windowHeight;
GlUtils.setViewport(visibleArea);
GLES11.glDisable(GLES11.GL_FOG);
GLES11.glPointSize(1.0f);
GLES11.glLineWidth(1.0f);
GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE_MINUS_SRC_ALPHA);
GLES11.glDisable(GLES11.GL_BLEND);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glLoadIdentity();
GlUtils.gluPerspective(game, 45.0f, ratio, 1.0f, 900000.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLES11.glShadeModel(GLES11.GL_SMOOTH);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_AMBIENT, lightAmbient, 0);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_DIFFUSE, lightDiffuse, 0);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_SPECULAR, lightSpecular, 0);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_POSITION, lightPosition, 0);
GLES11.glEnable(GLES11.GL_LIGHT1);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_AMBIENT, sunLightAmbient, 0);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_DIFFUSE, sunLightDiffuse, 0);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_SPECULAR, sunLightSpecular, 0);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_POSITION, sunLightPosition, 0);
GLES11.glEnable(GLES11.GL_LIGHT2);
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT);
GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST);
GLES11.glHint(GLES11.GL_POLYGON_SMOOTH_HINT, GLES11.GL_NICEST);
GLES11.glEnable(GLES11.GL_CULL_FACE);
}
示例14: initGl
import android.opengl.GLES11; //导入方法依赖的package包/类
private void initGl() {
Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
int windowWidth = visibleArea.width();
int windowHeight = visibleArea.height();
float ratio = (float) windowWidth / (float) windowHeight;
GlUtils.setViewport(visibleArea);
GLES11.glDisable(GLES11.GL_FOG);
GLES11.glPointSize(1.0f);
GLES11.glLineWidth(1.0f);
GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE_MINUS_SRC_ALPHA);
GLES11.glDisable(GLES11.GL_BLEND);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glLoadIdentity();
GlUtils.gluPerspective(game, 45.0f, ratio, 1.0f, 900000.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLES11.glShadeModel(GLES11.GL_SMOOTH);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_AMBIENT, lightAmbient, 0);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_DIFFUSE, lightDiffuse, 0);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_SPECULAR, lightSpecular, 0);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_POSITION, lightPosition, 0);
GLES11.glEnable(GLES11.GL_LIGHT1);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_AMBIENT, sunLightAmbient, 0);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_DIFFUSE, sunLightDiffuse, 0);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_SPECULAR, sunLightSpecular, 0);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_POSITION, sunLightPosition, 0);
GLES11.glEnable(GLES11.GL_LIGHT2);
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT);
GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST);
GLES11.glHint(GLES11.GL_POLYGON_SMOOTH_HINT, GLES11.GL_NICEST);
// GLES11.glEnable(GLES11.GL_TEXTURE_2D);
GLES11.glEnable(GLES11.GL_CULL_FACE);
}
示例15: initializeGl
import android.opengl.GLES11; //导入方法依赖的package包/类
public void initializeGl(final Rect visibleArea) {
float ratio = (float) windowWidth / (float) windowHeight;
GlUtils.setViewport(visibleArea);
GLES11.glDisable(GLES11.GL_FOG);
GLES11.glPointSize(1.0f);
GLES11.glLineWidth(1.0f);
GLES11.glTexEnvf(GLES11.GL_TEXTURE_ENV, GLES11.GL_TEXTURE_ENV_MODE, GLES11.GL_MODULATE);
GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA);
GLES11.glDisable(GLES11.GL_BLEND);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glLoadIdentity();
GlUtils.gluPerspective(game, 45.0f, ratio, 1.0f, 900000.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLES11.glShadeModel(GLES11.GL_SMOOTH);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_AMBIENT, lightAmbient, 0);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_DIFFUSE, lightDiffuse, 0);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_SPECULAR, lightSpecular, 0);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_POSITION, lightPosition, 0);
GLES11.glEnable(GLES11.GL_LIGHT1);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_AMBIENT, sunLightAmbient, 0);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_DIFFUSE, sunLightDiffuse, 0);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_SPECULAR, sunLightSpecular, 0);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_POSITION, sunLightPosition, 0);
GLES11.glEnable(GLES11.GL_LIGHT2);
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT);
GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST);
GLES11.glHint(GLES11.GL_POLYGON_SMOOTH_HINT, GLES11.GL_NICEST);
GLES11.glEnable(GLES11.GL_TEXTURE_2D);
GLES11.glEnable(GLES11.GL_CULL_FACE);
}