本文整理汇总了Java中android.opengl.GLES11.glHint方法的典型用法代码示例。如果您正苦于以下问题:Java GLES11.glHint方法的具体用法?Java GLES11.glHint怎么用?Java GLES11.glHint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.glHint方法的6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
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2: render
import android.opengl.GLES11; //导入方法依赖的package包/类
void render() {
GLES11.glEnable(GLES11.GL_FOG);
GLES11.glDisable(GLES11.GL_CULL_FACE);
GLES11.glDisable(GLES11.GL_LIGHTING);
GLES11.glDisableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glDisableClientState(GLES11.GL_COLOR_ARRAY);
GLES11.glEnableClientState(GLES11.GL_POINT_SIZE_ARRAY_OES);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, dustParticles);
GLES11.glPointSizePointerOES(GLES11.GL_FLOAT, 0, particleSizes);
GLES11.glColor4f(0.7f, 0.7f, 1.0f, 0.8f);
alite.getTextureManager().setTexture("textures/glow_mask.png");
GLES11.glEnable(GLES11.GL_POINT_SPRITE_OES);
GLES11.glTexEnvf(GLES11.GL_POINT_SPRITE_OES, GLES11.GL_COORD_REPLACE_OES, GLES11.GL_TRUE);
GLES11.glEnable(GLES11.GL_BLEND);
GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
GLES11.glHint(GLES11.GL_POINT_SMOOTH_HINT, GLES11.GL_NICEST);
GLES11.glDisable(GLES11.GL_DEPTH_TEST);
GLES11.glDrawArrays(GLES11.GL_POINTS, 0, particleCount);
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glPointSize(1.0f);
GLES11.glDisableClientState(GLES11.GL_POINT_SIZE_ARRAY_OES);
GLES11.glDisableClientState(GLES11.GL_COLOR_ARRAY);
GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glDisable(GLES11.GL_BLEND);
GLES11.glDisable(GLES11.GL_FOG);
}
示例3: 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_TEXTURE_2D);
GLES11.glEnable(GLES11.GL_CULL_FACE);
}
示例6: 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);
}