本文整理汇总了Java中android.opengl.GLES11.glNormalPointer方法的典型用法代码示例。如果您正苦于以下问题:Java GLES11.glNormalPointer方法的具体用法?Java GLES11.glNormalPointer怎么用?Java GLES11.glNormalPointer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.glNormalPointer方法的9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: render
import android.opengl.GLES11; //导入方法依赖的package包/类
@Override
public void render() {
alite.getTextureManager().setTexture(textureFilename);
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer);
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);
GLES11.glEnable(GLES11.GL_BLEND);
GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE);
GLES11.glDrawArrays(GLES11.GL_TRIANGLES, 0, numberOfVertices);
GLES11.glDisable(GLES11.GL_BLEND);
alite.getTextureManager().setTexture(null);
if (Settings.engineExhaust && exhaust != null && !exhaust.isEmpty() && getSpeed() < 0f) {
for (EngineExhaust ex: exhaust) {
ex.render();
}
}
}
示例2: render
import android.opengl.GLES11; //导入方法依赖的package包/类
@Override
public void render() {
alite.getTextureManager().setTexture(textureFilename);
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer);
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);
GLES11.glDrawArrays(GLES11.GL_TRIANGLES, 0, numberOfVertices);
wing.render();
wing.applyDeltaRotation(0, 0, 180);
GLES11.glMultMatrixf(wing.getMatrix(), 0);
wing.render();
wing.applyDeltaRotation(0, 0, 180);
alite.getTextureManager().setTexture(null);
if (Settings.engineExhaust && !exhaust.isEmpty()) {
for (EngineExhaust ex: exhaust) {
ex.render();
}
}
}
示例3: render
import android.opengl.GLES11; //导入方法依赖的package包/类
public void render() {
if (hasNormals) {
GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer);
} else {
GLES11.glDisableClientState(GLES11.GL_NORMAL_ARRAY);
}
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
if (textureFilename != null) {
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);
} else {
GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glDisable(GLES11.GL_LIGHTING);
GLES11.glColor4f(r, g, b, a);
}
alite.getTextureManager().setTexture(textureFilename);
GLES11.glDrawArrays(glDrawMode, 0, numberOfVertices);
if (!hasNormals) {
GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
}
if (textureFilename == null) {
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
}
示例4: render
import android.opengl.GLES11; //导入方法依赖的package包/类
public void render() {
GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
if (textureFilename != null) {
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);
alite.getTextureManager().setTexture(textureFilename);
} else {
GLES11.glDisable(GLES11.GL_LIGHTING);
GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
}
GLES11.glDrawArrays(glDrawMode, 0, numberOfVertices);
if (textureFilename == null) {
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnable(GLES11.GL_LIGHTING);
}
}
示例5: render
import android.opengl.GLES11; //导入方法依赖的package包/类
void render() {
boolean enabled = GLES11.glIsEnabled(GLES11.GL_CULL_FACE);
if (enabled) {
GLES11.glDisable(GLES11.GL_CULL_FACE);
}
alite.getTextureManager().setTexture(textureFilename);
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer);
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);
GLES11.glDrawArrays(GLES11.GL_TRIANGLES, 0, numberOfVertices);
if (enabled) {
GLES11.glEnable(GLES11.GL_CULL_FACE);
}
}
示例6: render
import android.opengl.GLES11; //导入方法依赖的package包/类
@Override
public void render() {
alite.getTextureManager().setTexture(textureFilename);
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer);
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);
GLES11.glDrawArrays(GLES11.GL_TRIANGLES, 0, numberOfVertices);
alite.getTextureManager().setTexture(null);
if (Settings.engineExhaust && exhaust != null && !exhaust.isEmpty() && getSpeed() < 0f) {
for (EngineExhaust ex: exhaust) {
ex.render();
}
}
}
示例7: render
import android.opengl.GLES11; //导入方法依赖的package包/类
public void render(Alite alite) {
if (!visible) {
return;
}
GLES11.glDepthFunc(GLES11.GL_LEQUAL);
GLES11.glDepthMask(false);
GLES11.glDisable(GLES11.GL_CULL_FACE);
if (textureFilename != null) {
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnable(GLES11.GL_LIGHTING);
alite.getTextureManager().setTexture(textureFilename);
} else {
GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glDisable(GLES11.GL_LIGHTING);
alite.getTextureManager().setTexture(null);
}
GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnable(GLES11.GL_BLEND);
GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
GLES11.glColor4f(emission[0], emission[1], emission[2], emission[3]);
for (int i = 0; i < 2; i++) {
GLES11.glPushMatrix();
GLES11.glMultMatrixf(getMatrix(), 0);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, diskBuffer1);
GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer[0]);
if (textureFilename != null) {
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer[0]);
}
GLES11.glDrawArrays(GLES11.GL_TRIANGLE_FAN, 0, 10);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, cylinderBuffer);
GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer[1]);
if (textureFilename != null) {
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer[1]);
}
GLES11.glDrawArrays(GLES11.GL_TRIANGLE_STRIP, 0, 18);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, diskBuffer2);
GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer[2]);
if (textureFilename != null) {
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer[2]);
}
GLES11.glDrawArrays(GLES11.GL_TRIANGLE_FAN, 0, 10);
GLES11.glPopMatrix();
MathHelper.copyMatrix(getMatrix(), saveMatrix);
scale(0.7f, 0.7f, 0.7f);
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 0.8f);
}
MathHelper.copyMatrix(saveMatrix, currentMatrix);
extractVectors();
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
alite.getTextureManager().setTexture(null);
GLES11.glDepthFunc(GLES11.GL_LESS);
GLES11.glDepthMask(true);
GLES11.glDisable(GLES11.GL_BLEND);
}
示例8: render
import android.opengl.GLES11; //导入方法依赖的package包/类
public void render() {
GLES11.glDisable(GLES11.GL_CULL_FACE);
if (hasTop) {
GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnable(GLES11.GL_BLEND);
GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
GLES11.glColor4f(r, g, b, a);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, diskBuffer1);
GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer[0]);
GLES11.glDrawArrays(GLES11.GL_TRIANGLE_FAN, 0, segments + 2);
}
GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer[1]);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, cylinderBuffer);
if (textureFilename != null) {
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);
alite.getTextureManager().setTexture(textureFilename);
} else {
GLES11.glDisable(GLES11.GL_LIGHTING);
GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
}
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.glColor4f(r, g, b, a);
GLES11.glDrawArrays(GLES11.GL_TRIANGLE_STRIP, 0, segments * 2 + 2);
if (hasBottom) {
GLES11.glDisable(GLES11.GL_LIGHTING);
GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnable(GLES11.GL_BLEND);
GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
GLES11.glColor4f(r, g, b, a);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, diskBuffer2);
GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer[2]);
GLES11.glDrawArrays(GLES11.GL_TRIANGLE_FAN, 0, segments + 2);
}
GLES11.glColor4f(1, 1, 1, 1);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnable(GLES11.GL_LIGHTING);
}
示例9: bind
import android.opengl.GLES11; //导入方法依赖的package包/类
public void bind() {
GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY); // Enable Position
// in Vertices
vertices.position(0); // Set Vertex Buffer to Position
GLES11.glVertexPointer(positionCnt, GLES11.GL_FLOAT, vertexSize,
vertices); // Set Vertex Pointer
if (hasColor) { // IF Vertices Have Color
GLES11.glEnableClientState(GLES11.GL_COLOR_ARRAY); // Enable Color
// in Vertices
vertices.position(positionCnt); // Set Vertex Buffer to Color
GLES11.glColorPointer(COLOR_CNT, GLES11.GL_FLOAT, vertexSize,
vertices); // Set Color Pointer
}
if (hasTexCoords) { // IF Vertices Have Texture Coords
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY); // Enable
// Texture
// Coords
// in
// Vertices
vertices.position(positionCnt + (hasColor ? COLOR_CNT : 0)); // Set
// Vertex
// Buffer
// to
// Texture
// Coords
// (NOTE:
// position
// based
// on
// whether
// color
// is
// also
// specified)
GLES11.glTexCoordPointer(TEXCOORD_CNT, GLES11.GL_FLOAT, vertexSize,
vertices); // Set Texture Coords Pointer
}
if (hasNormals) {
GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY); // Enable
// Normals in
// Vertices
vertices.position(positionCnt + (hasColor ? COLOR_CNT : 0)
+ (hasTexCoords ? TEXCOORD_CNT : 0)); // Set Vertex Buffer
// to Normals (NOTE:
// position based on
// whether
// color/texcoords
// is also
// specified)
GLES11.glNormalPointer(GLES11.GL_FLOAT, vertexSize, vertices); // Set
// Normals
// Pointer
}
}