本文整理汇总了Java中javax.microedition.khronos.opengles.GL10.glDeleteTextures方法的典型用法代码示例。如果您正苦于以下问题:Java GL10.glDeleteTextures方法的具体用法?Java GL10.glDeleteTextures怎么用?Java GL10.glDeleteTextures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javax.microedition.khronos.opengles.GL10
的用法示例。
在下文中一共展示了GL10.glDeleteTextures方法的2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: unloadGraphic
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
private void unloadGraphic(GL10 gl, Texture texture) {
int[] tex = {texture.getId()};
gl.glDeleteTextures(1, tex, 0);
texture.deleted();
}
示例2: onDrawFrame
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
public synchronized void onDrawFrame(GL10 gl) {
if (CreatePNG) {
saveBmp(gl);
CreatePNG = false;
}
mObserver.onDrawFrame();
// glClearColor miad rangi ke maa entekhaab kardim ro tooye carde
// Graphic register mikone
gl.glClearColor(Color.red(mBackgroundColor) / 255f,
Color.green(mBackgroundColor) / 255f,
Color.blue(mBackgroundColor) / 255f,
Color.alpha(mBackgroundColor) / 255f);
// glClear miad oon rangi ke bala register karde boodim ro dige az
// buffer paak mikone
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// miad matris ro be MabdaEsh barmigardoone, ke bAd baraye glRotate va
// glTranslate moshkeli ijaad nashe
// chon maa asle jaabejaa kardan hamoon baraye safhe, baste be makaane
// avalieye
// kaaghazemoon hast, na oon makani ke dar haale hazer gharaar dare
gl.glLoadIdentity();
if (capture) {
// Log.e("Capturing..", "Capturing..");
if (BeforeStart) {
// Log.e("BeforeStartCalled", "BeforeStartCalled");
frameBuffer.BeforeStart(gl);
BeforeStart = false;
}
if (AttachTexture) {
// Log.e("SETUP", "SETUP Ran");
int h = gl.glGetError();
frameBuffer.setup(gl);
if (h != 0) {
// Log.d("ERROR", "ERROR Happend" + h + "");
}
AttachTexture = false;
}
frameBuffer.RenderStart(gl);
if (USE_PERSPECTIVE_PROJECTION) {
double x = mCurlMesh.GetMinX() * mCurlMesh.GetMinY();
gl.glTranslatef((float) (-1.000 - mCurlMesh.GetMinX()),
(float) (-1.000 - mCurlMesh.GetMinY()), -6f);
}
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, (float) mCurlMesh.GetMinX(),
(float) mCurlMesh.GetMaxX(), (float) mCurlMesh.GetMinY(),
(float) mCurlMesh.GetMaxY());
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glViewport(0, 0, texW, texH);
mCurlMesh.onDrawFrame(gl, false);
frameBuffer.RenderEnd(gl);
}
// Reset Every Thing to Its Normal State
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, -1.2f, 1.2f, -1.2f, 1.2f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glViewport(0, 0, mViewportWidth, mViewportHeight);
mCurlMesh.onDrawFrame(gl, true);
// Log.e("Rendered", "Rendered");
if (DelPrevious) {
// Log.e("DeleTing", "Deleting Texture = " +DelTextureId[0]);
gl.glDeleteTextures(1, DelTextureId, 0);
DelPrevious = false;
Counter++;
}
DoneRender = true;
}