本文整理汇总了Java中android.opengl.GLES11.glClearColor方法的典型用法代码示例。如果您正苦于以下问题:Java GLES11.glClearColor方法的具体用法?Java GLES11.glClearColor怎么用?Java GLES11.glClearColor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.glClearColor方法的8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: initializeGl
import android.opengl.GLES11; //导入方法依赖的package包/类
public void initializeGl(Rect visibleArea) {
float ratio = (float) windowWidth / (float) windowHeight;
GlUtils.setViewport(visibleArea);
GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glPointSize(2.0f);
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, 120f, ratio, 0.01f, 100f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnable(GLES11.GL_TEXTURE_2D);
GLES11.glEnable(GLES11.GL_DEPTH_TEST);
((Alite) game).getTextureManager().setTexture(textureFilename);
GLES11.glDisable(GLES11.GL_LIGHTING);
}
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: 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4: 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5: 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6: 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7: 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);
}
示例8: initializeGl
import android.opengl.GLES11; //导入方法依赖的package包/类
private void initializeGl(final Rect visibleArea) {
AliteLog.d("Ship Intro Screen", "Initialize GL. glError: " + GLES11.glGetError());
float ratio = (float) windowWidth / (float) windowHeight;
GlUtils.setViewport(visibleArea);
GLES11.glDisable(GLES11.GL_FOG);
GLES11.glPointSize(1.0f);
GLES11.glLineWidth(1.0f);
AliteLog.d("Ship Intro Screen", "Initialize GL lineWidth. glError: " + GLES11.glGetError());
GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE_MINUS_SRC_ALPHA);
GLES11.glDisable(GLES11.GL_BLEND);
AliteLog.d("SIS", "Blending: " + GLES11.glGetError());
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glLoadIdentity();
GlUtils.gluPerspective(game, 45.0f, ratio, 1.0f, 900000.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
AliteLog.d("SIS", "Matrix Setup: " + GLES11.glGetError());
GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLES11.glShadeModel(GLES11.GL_SMOOTH);
AliteLog.d("SIS", "Clear Color & Shading Model: " + GLES11.glGetError());
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);
AliteLog.d("SIS", "Defined Light 1: " + GLES11.glGetError());
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);
AliteLog.d("SIS", "Defined Light 2: " + GLES11.glGetError());
GLES11.glEnable(GLES11.GL_LIGHTING);
AliteLog.d("SIS", "After Enable Lighting: " + GLES11.glGetError());
AliteLog.d("SIS", "After Lighting: " + GLES11.glGetError());
GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT);
GLES11.glEnable(GLES11.GL_TEXTURE_2D);
GLES11.glEnable(GLES11.GL_CULL_FACE);
AliteLog.d("SIS", "End of Init: " + GLES11.glGetError());
}