本文整理汇总了Java中android.opengl.GLES11.glLoadIdentity方法的典型用法代码示例。如果您正苦于以下问题:Java GLES11.glLoadIdentity方法的具体用法?Java GLES11.glLoadIdentity怎么用?Java GLES11.glLoadIdentity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.glLoadIdentity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: 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: performPresent
import android.opengl.GLES11; //导入方法依赖的package包/类
@Override
public void performPresent(float deltaTime) {
inGame.render(deltaTime, allObjects);
if (!allObjects.isEmpty()) {
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glPushMatrix();
GLES11.glLoadIdentity();
Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
GlUtils.ortho(game, visibleArea);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glColor4f(0.937f, 0.396f, 0.0f, 1.0f);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glPopMatrix();
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
}
}
示例4: 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5: performHyperspaceJump
import android.opengl.GLES11; //导入方法依赖的package包/类
public boolean performHyperspaceJump() {
InGameManager.safeZoneViolated = false;
if (player.getActiveMissions().size() == 0) {
player.increaseJumpCounter();
}
boolean willEnterWitchSpace = player.getRating().ordinal() > Rating.POOR.ordinal() && Math.random() <= 0.02;
for (Mission mission: player.getActiveMissions()) {
willEnterWitchSpace |= mission.willEnterWitchSpace();
}
if (player.getCobra().getPitch() <= -2.0f && player.getCobra().getRoll() <= -2.0f) {
willEnterWitchSpace = true;
}
int distance = player.getCurrentSystem() == null ? computeDistance(player.getPosition(), player.getHyperspaceSystem()) :
player.getCurrentSystem().computeDistance(player.getHyperspaceSystem());
if (willEnterWitchSpace) {
distance >>= 1;
int x = player.getCurrentSystem() == null ? player.getPosition().x : player.getCurrentSystem().getX();
int y = player.getCurrentSystem() == null ? player.getPosition().y : player.getCurrentSystem().getY();
int dx = player.getHyperspaceSystem().getX() - x;
int dy = player.getHyperspaceSystem().getY() - y;
int nx = x + (dx >> 1);
int ny = y + (dy >> 1);
player.setPosition(nx, ny);
player.setCurrentSystem(null);
} else {
player.setCurrentSystem(player.getHyperspaceSystem());
}
player.getCobra().setFuel(player.getCobra().getFuel() - distance);
FlightScreen fs = new FlightScreen(this, false);
if (willEnterWitchSpace) {
fs.enterWitchSpace();
}
setScreen(fs);
GLES11.glMatrixMode(GLES11.GL_TEXTURE);
GLES11.glLoadIdentity();
navigationBar.setActiveIndex(2);
player.setLegalValue(player.getLegalValue() >> 1);
return true;
}
示例6: 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7: 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8: 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9: 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10: 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11: 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12: performUpdate
import android.opengl.GLES11; //导入方法依赖的package包/类
public void performUpdate(float deltaTime) {
if (!restartedSound) {
SoundManager.stop(Assets.hyperspace);
SoundManager.play(Assets.hyperspace);
restartedSound = true;
}
long diffTime = System.nanoTime() - startTime;
if (diffTime >= 10000000000l){
progress = 1.0f;
finished = true;
GLES11.glMatrixMode(GLES11.GL_TEXTURE);
GLES11.glLoadIdentity();
if (finishHook != null) {
finishHook.execute(deltaTime);
} else {
if (intergal) {
Alite.get().performIntergalacticJump();
} else {
Alite.get().performHyperspaceJump();
}
}
} else {
progress = (float) diffTime / (float) 10000000000l;
}
cylinder.moveForward(deltaTime, movementVector);
cylinder.applyDeltaRotation(0, 0, deltaTime * 21.0f);
}
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_CULL_FACE);
}
示例15: 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);
}