本文整理汇总了Java中javax.microedition.khronos.opengles.GL10.glColorPointer方法的典型用法代码示例。如果您正苦于以下问题:Java GL10.glColorPointer方法的具体用法?Java GL10.glColorPointer怎么用?Java GL10.glColorPointer使用的例子?那么, 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javax.microedition.khronos.opengles.GL10
的用法示例。
在下文中一共展示了GL10.glColorPointer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 javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void render(GL10 gl) {
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
if (colorIndex>4) {
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
}
else {
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
}
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer);
if (colorIndex>4) {
gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer);
}
else if (colorIndex==4) {
// single color
gl.glColor4f(
colorComponents[0], colorComponents[1], colorComponents[2], colorComponents[3]);
}
gl.glDrawArrays(glMode, 0, numVertices);
}
示例2: draw
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
public void draw(GL10 gl){
gl.glRotatef(45f,0,0,0);
gl.glFrontFace(GL10.GL_CCW);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glCullFace(GL10.GL_BACK);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT,0,mVertexBuffer);
gl.glColorPointer(4,GL10.GL_FIXED,0,mColorBuffer);
// gl.glDrawArrays(GL10.GL_TRIANGLES,0,3);
gl.glDrawElements(GL10.GL_TRIANGLES,indices.length,GL10.GL_UNSIGNED_SHORT,mIndexBuffer);
// gl.glDrawElements(GL10.GL_COLOR_ARRAY,colors.length,GL10.GL_FLOAT,mColorBuffer);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
gl.glDisable(GL10.GL_CULL_FACE);
}
示例3: draw
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
public void draw(GL10 gl){
gl.glRotatef(45f,0,0,0);
GLES20.glFrontFace(GL10.GL_CCW);
GLES20.glEnable(GL10.GL_CULL_FACE);
GLES20.glCullFace(GL10.GL_BACK);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT,0,mVertexBuffer);
gl.glColorPointer(4,GL10.GL_FIXED,0,mColorBuffer);
// gl.glDrawArrays(GL10.GL_TRIANGLES,0,3);
GLES20.glDrawElements(GL10.GL_TRIANGLES,indices.length,GL10.GL_UNSIGNED_SHORT,mIndexBuffer);
// gl.glDrawElements(GL10.GL_COLOR_ARRAY,colors.length,GL10.GL_FLOAT,mColorBuffer);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
GLES20.glDisable(GL10.GL_CULL_FACE);
}
示例4: draw
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
public void draw(GL10 gl){
gl.glRotatef(30f, 1, 0, 0);
gl.glRotatef(30f, 0, 1, 0);
// gl.glRotatef(45f, 0, 0, 1);
gl.glFrontFace(GL10.GL_CCW);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glCullFace(GL10.GL_BACK);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT,0,mVertexBuffer);
gl.glColorPointer(4,GL10.GL_FIXED,0,mColorBuffer);
// gl.glDrawArrays(GL10.GL_TRIANGLES,0,3);
gl.glDrawElements(GL10.GL_TRIANGLES,indices.length,GL10.GL_UNSIGNED_SHORT,mIndexBuffer);
// gl.glDrawElements(GL10.GL_COLOR_ARRAY,colors.length,GL10.GL_FLOAT,mColorBuffer);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
gl.glDisable(GL10.GL_CULL_FACE);
}
示例5: onDrawFrame
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void onDrawFrame(GL10 gl) {
/*
* Usually, the first thing one might want to do is to clear
* the screen. The most efficient way of doing this is to use
* glClear().
*/
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
/*
* Now we're ready to draw some 3D objects
*/
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -2);
/*
* All the magic happens here. The rotation matrix mR reported by
* SensorManager.getRotationMatrix() is a 4x4 row-major matrix.
* We need to use its inverse for rendering. The inverse is
* simply calculated by taking the matrix' transpose. However, since
* glMultMatrixf() expects a column-major matrix, we can use mR
* directly!
*/
gl.glMultMatrixf(mR, 0);
// some test code which will be used/cleaned up before we ship this.
//gl.glMultMatrixf(mI, 0);
gl.glVertexPointer(3, GL_FLOAT, 0, mVertexBuffer);
gl.glColorPointer(4, GL_FLOAT, 0, mColorBuffer);
gl.glDrawElements(GL_LINES, 6, GL_UNSIGNED_BYTE, mIndexBuffer);
}
示例6: draw
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
public void draw(GL10 gl) {
// gl.glColor4f(1.0f,0.0f,0.0f,1.0f);
// gl.glPointSize(8.0f);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glVertexPointer(3, GL10.GL_VERTEX_ARRAY,0,mVertexBuffer);
gl.glColorPointer(4, GL10.GL_FIXED,0,mColorBuffer);
gl.glDrawArrays(GL10.GL_POINTS,0,3);
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
示例7: draw
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
/**
* Draws this cube of the given GL-Surface
*
* @param gl The GL-Surface this cube should be drawn upon.
*/
public void draw(GL10 gl) {
gl.glEnable(GL10.GL_CULL_FACE);
gl.glFrontFace(GL10.GL_CW);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer);
gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer);
}
示例8: render
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
void render(GL10 gl, boolean DrawDest) {
if (DRAW_TEXTURE && mPage.getTexturesChanged()) {
mPage.recycle();
reset();
}
// Some 'global' settings.
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
if (DRAW_TEXTURE) {
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mBufTexCoords);
}
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mBufVertices);
// Enable color array.
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufColors);
gl.glDisable(GL10.GL_LIGHTING);
gl.glDisable(GL10.GL_TEXTURE_2D);
if (!DRAW_TEXTURE) {
// inja khasiate transparent ro faAl mikonim ke betoonim too
// CurlPage be kaaghaz alpha bedim
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVerticesCountFront);
}
// Draw front facing texture.
if (DRAW_TEXTURE) {
gl.glEnable(GL10.GL_BLEND);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]);
gl.glBlendFunc(GL10.GL_ONE_MINUS_DST_ALPHA, GL10.GL_ZERO);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVerticesCountFront);
gl.glDisable(GL10.GL_BLEND);
gl.glDisable(GL10.GL_TEXTURE_2D);
}
int backStartIdx = Math.max(0, mVerticesCountFront - 2);
int backCount = mVerticesCountFront + mVerticesCountBack - backStartIdx;
// Draw back facing blank vertices.
if (!DRAW_TEXTURE) {
// Added At 5/6/1394
gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, backStartIdx, backCount);
}
// Draw back facing texture.
if (DRAW_TEXTURE) {
gl.glEnable(GL10.GL_BLEND);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]);
// Changed with gl.glBlendFunc(GLES10.GL_SRC_ALPHA,
// GLES10.GL_ONE_MINUS_SRC_ALPHA); At 5/6/1394
gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, backStartIdx, backCount);
gl.glDisable(GL10.GL_BLEND);
gl.glDisable(GL10.GL_TEXTURE_2D);
}
// Disable textures and color array.
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
if (DRAW_POLYGON_OUTLINES_FRONT) {
gl.glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
gl.glLineWidth(3.0f);
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, mBufOutFront);
gl.glDrawArrays(GL10.GL_LINE_LOOP, 0, mOutFrontCount);
}
if (DRAW_DEST_POLY && DrawDest) {
gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
gl.glLineWidth(5.0f);
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, mBufDestVertices);
gl.glDrawArrays(GL10.GL_LINE_LOOP, 0, mDesPoly.getNumPoints());
}
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
示例9: draw
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void draw(GL10 gl) {
gl.glEnableClientState(GL_VERTEX_ARRAY);
gl.glEnableClientState(GL_COLOR_ARRAY);
gl.glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Get a crash on K1 if this is not explicitly disabled
gl.glDisable(GL_TEXTURE_2D);
gl.glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA); // mColorBuffer is used for its alpha only
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mFVertexBuffer);
gl.glColorPointer(4, GL10.GL_FIXED, 0, mColorBuffer);
glDrawElements(GL_TRIANGLE_STRIP, VERTS, GL_UNSIGNED_SHORT, mIndexBuffer);
}