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Java GL10.glDisable方法代码示例

本文整理汇总了Java中javax.microedition.khronos.opengles.GL10.glDisable方法的典型用法代码示例。如果您正苦于以下问题:Java GL10.glDisable方法的具体用法?Java GL10.glDisable怎么用?Java GL10.glDisable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javax.microedition.khronos.opengles.GL10的用法示例。


在下文中一共展示了GL10.glDisable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: 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);
    }
 
开发者ID:zhuangzaiku,项目名称:AndroidCollection,代码行数:19,代码来源:Square.java

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.glClearColor(1.0f,1.0f,1.0f,1.0f);
        if(shouldLoadTexture){
            loadTexture(gl);
            shouldLoadTexture = false;
        }
        if(mTextureId != -1 && mVertexBuffer != null){
            gl.glEnable(GL10.GL_TEXTURE_2D);
            gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
            gl.glTexCoordPointer(2,GL10.GL_FLOAT,0,mVertexBuffer);
            gl.glBindTexture(GL10.GL_TEXTURE_2D,mTextureId);
        }
//        gl.glRotatef(180.0f,1,0,0);
        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
        gl.glVertexPointer(2,GL10.GL_FLOAT,0,mVertexBuffer);
        gl.glDrawElements(GL10.GL_TRIANGLES, indices.length,
                GL10.GL_UNSIGNED_SHORT, mIndexBuffer);
//        gl.glDrawArrays(GL10.GL_TRIANGLES,0,4);
        gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
        if(mTextureId != -1 && mVertexBuffer != null){
            gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
            gl.glDisable(GL10.GL_TEXTURE_2D);
        }

    }
 
开发者ID:zhuangzaiku,项目名称:AndroidCollection,代码行数:27,代码来源:Texture.java

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(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);
    }
 
开发者ID:zhuangzaiku,项目名称:AndroidCollection,代码行数:21,代码来源:Cube.java

示例4: setup

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void setup(GL10 gl){
	gl.glEnable(GL10.GL_TEXTURE_2D);
	gl.glGenTextures(1, renderTex, 0);// generate texture
	gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]);
	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
			GL10.GL_NEAREST);
	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
			GL10.GL_NEAREST);
	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
			GL10.GL_CLAMP_TO_EDGE);
	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
			GL10.GL_CLAMP_TO_EDGE);
	// texBuffer =
	// ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer();
	// gl.glTexEnvf(GL10.GL_TEXTURE_ENV,
	// GL10.GL_TEXTURE_ENV_MODE,GL10.GL_MODULATE);
	gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, texW, texH, 0,
			GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, null);
	gl.glDisable(GL10.GL_TEXTURE_2D);
	//Log.e("Creating", "Creating Texture = " +renderTex[0]);
}
 
开发者ID:AmulaySoftGroup,项目名称:TaBeTa,代码行数:22,代码来源:FBO.java

示例5: draw

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void draw(GL10 gl, float alpha) {

	    gl.glDisable(GL_TEXTURE_2D);
	    gl.glEnable(GL_BLEND);
		gl.glEnableClientState(GL_VERTEX_ARRAY);
		gl.glDisableClientState(GL_COLOR_ARRAY);

		// Use mColorBuffer as a global alpha mask:
		glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL11.GL_COMBINE);
		glTexEnvx(GL_TEXTURE_ENV, GL11.GL_COMBINE_RGB, GL11.GL_REPLACE);
		glTexEnvx(GL_TEXTURE_ENV, GL11.GL_COMBINE_ALPHA, GL11.GL_MODULATE); // mix with alpha from glColor

		// Alpha from glColor will be used thanks to GL_MODULATE mode
		glColor4f(1f, 1f, 1f, 1f-alpha);

		glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);

		gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mFVertexBuffer);

		glDrawElements(GL_TRIANGLE_STRIP, VERTS, GL_UNSIGNED_SHORT, mIndexBuffer);
	}
 
开发者ID:archos-sa,项目名称:aos-MediaLib,代码行数:22,代码来源:FadeOutVeil.java

示例6: onSurfaceCreated

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    gl.glClearColor(0.0f, 0.0f, 0.0f, 1);
    gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
    gl.glShadeModel(GL10.GL_FLAT);
    gl.glDisable(GL10.GL_DEPTH_TEST);

    // Alpha support.
    gl.glEnable(GL10.GL_BLEND);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);

    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glLoadIdentity();

    GLU.gluOrtho2D(gl, 0, getWidth(), getHeight(), 0);
}
 
开发者ID:StringMon,项目名称:homescreenarcade,代码行数:16,代码来源:GLFieldView.java

示例7: onSurfaceCreated

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
	gl.glClearColor(0f, 0f, 0f, 1f);
	gl.glShadeModel(GL10.GL_SMOOTH);
	gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
	gl.glHint(GL10.GL_LINE_SMOOTH_HINT, GL10.GL_NICEST);
	gl.glHint(GL10.GL_POLYGON_SMOOTH_HINT, GL10.GL_NICEST);
	gl.glEnable(GL10.GL_LINE_SMOOTH);
	gl.glDisable(GL10.GL_DEPTH_TEST);
	gl.glDisable(GL10.GL_CULL_FACE);

	mObserver.onSurfaceCreated();
}
 
开发者ID:ichason,项目名称:PageCurl,代码行数:14,代码来源:CurlRenderer.java

示例8: onSurfaceCreated

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    // dither is enabled by default, we don't need it
    gl.glDisable(GL10.GL_DITHER);
    // clear screen in black
    gl.glClearColor(0, 0, 0, 1);
}
 
开发者ID:peter10110,项目名称:Android-SteamVR-controller,代码行数:8,代码来源:CubeRenderer.java

示例9: onSurfaceCreated

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
	gl.glClearColor(0f, 0f, 0f, 0f);
	gl.glShadeModel(GL10.GL_SMOOTH);
	gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
	gl.glHint(GL10.GL_LINE_SMOOTH_HINT, GL10.GL_NICEST);
	gl.glHint(GL10.GL_POLYGON_SMOOTH_HINT, GL10.GL_NICEST);
	// gl.glEnable(GL10.GL_LINE_SMOOTH);
	gl.glDisable(GL10.GL_DEPTH_TEST);
	gl.glDisable(GL10.GL_CULL_FACE);
	gl.glDisable(GL10.GL_DITHER);
}
 
开发者ID:AmulaySoftGroup,项目名称:TaBeTa,代码行数:13,代码来源:CurlRenderer.java

示例10: RenderEnd

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void RenderEnd(GL10 gl) {
	((GL11ExtensionPack) gl).glBindFramebufferOES(
			GL11ExtensionPack.GL_FRAMEBUFFER_OES, 0);
	gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

	gl.glEnable(GL10.GL_TEXTURE_2D);
	gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
	gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	gl.glDisable(GL10.GL_TEXTURE_2D);
}
 
开发者ID:AmulaySoftGroup,项目名称:TaBeTa,代码行数:11,代码来源:FBO.java

示例11: draw

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
/**
 * same as draw in a Sprite but doesn't render a texture
 * @param gl
 */
@Override
public void draw(GL10 gl) {
    textureCoordinates = Alignment.getVertices(this, Alignment.LEFT_TOP);
    ByteBuffer byteBuf = ByteBuffer.allocateDirect(textureCoordinates.length * 4);
    byteBuf.order(ByteOrder.nativeOrder());

    mTextureBuffer = byteBuf.asFloatBuffer();
    mTextureBuffer.put(textureCoordinates);
    mTextureBuffer.position(0);

    float vertices[] = Alignment.getVertices(this, Alignment.LEFT_TOP);

    ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
    vbb.order(ByteOrder.nativeOrder());

    vertexBuffer = vbb.asFloatBuffer();
    vertexBuffer.put(vertices);
    vertexBuffer.position(0);

    ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2);
    ibb.order(ByteOrder.nativeOrder());

    indexBuffer = ibb.asShortBuffer();
    indexBuffer.put(indices);
    indexBuffer.position(0);

    gl.glEnable(GL_BLEND);
    gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    gl.glColor4f(red / 100, green / 100, blue / 100, alpha / 100);

    gl.glFrontFace(GL10.GL_CCW);
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glCullFace(GL10.GL_BACK);

    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);


    gl.glEnable(GL10.GL_TEXTURE_2D);
    gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

    gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureBuffer);
    gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);


    gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
    gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer);
    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
    gl.glDisable(GL10.GL_CULL_FACE);
}
 
开发者ID:ondramisar,项目名称:AdronEngine,代码行数:56,代码来源:HitBox.java

示例12: onDrawFrame

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
	public void onDrawFrame(GL10 gl) {
		if (bufferCounter < 1) {
			return;
		}
		bufferCounter--;

		gl.glLoadIdentity();
		gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

		gl.glTranslatef(positionX, -positionY, 0);

		// rotation and apply Z-axis
		gl.glTranslatef(0, 0, translation_z);
		gl.glRotatef(angleX, 0, 1, 0);
		gl.glRotatef(angleY, 1, 0, 0);
		scale_rember=scale_now*scale;
		gl.glScalef(scale_rember, scale_rember, scale_rember);
		gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
		
		gl.glMatrixMode(GL10.GL_MODELVIEW);
		// draw X-Y field
		if (displayGrids) {
			drawGrids(gl);
		}

//		// draw axis
//		if (displayAxes) {
//			gl.glLineWidth(3f);
//			float[] vertexArray = { -100, 0, 0, 100, 0, 0, 0, -100, 0, 0, 100, 0, 0, 0, -100, 0, 0, 100 };
//			FloatBuffer lineBuffer = getFloatBufferFromArray(vertexArray);
//			gl.glVertexPointer(3, GL10.GL_FLOAT, 0, lineBuffer);
//
//			// X : red
//			gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, new float[] { 1.0f, 0f, 0f, 0.75f }, 0);
//			gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, new float[] { 1.0f, 0f, 0f, 0.5f }, 0);
//			gl.glDrawArrays(GL10.GL_LINES, 0, 2);
//
//			// Y : blue
//			gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, new float[] { 0f, 0f, 1.0f, 0.75f }, 0);
//			gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, new float[] { 0f, 0f, 1.0f, 0.5f }, 0);
//			gl.glDrawArrays(GL10.GL_LINES, 2, 2);
//
//			// Z : green
//			gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, new float[] { 0f, 1.0f, 0f, 0.75f }, 0);
//			gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, new float[] { 0f, 1.0f, 0f, 0.5f }, 0);
//			gl.glDrawArrays(GL10.GL_LINES, 4, 2);
//		}

		// draw object
		if (stlObject != null) {

			gl.glMaterialfv(GL10.GL_FRONT, GL10.GL_AMBIENT, new float[] { 0.75f,0.75f,0.75f,1.0f }, 0);
			
			gl.glMaterialfv(GL10.GL_FRONT, GL10.GL_DIFFUSE, new float[] { 0.75f,0.75f,0.75f,1.0f }, 0);
			
			gl.glEnable(GL10.GL_COLOR_MATERIAL);
			gl.glPushMatrix();
			gl.glColor4f(red,green,blue, 1.0f);
			stlObject.draw(gl);
			gl.glPopMatrix();
			gl.glDisable(GL10.GL_COLOR_MATERIAL);
		}
	}
 
开发者ID:xhd-Git,项目名称:3DPrint-Controller,代码行数:65,代码来源:STLRenderer.java

示例13: onSurfaceCreated

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    /*
     * By default, OpenGL enables features that improve quality
     * but reduce performance. One might want to tweak that
     * especially on software renderer.
     */
    gl.glDisable(GL10.GL_DITHER);

    /*
     * Some one-time OpenGL initialization can be made here
     * probably based on features of this particular context
     */
    gl.glClearColor(1,1,1,1);
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glShadeModel(GL10.GL_SMOOTH);
    gl.glEnable(GL10.GL_DEPTH_TEST);

    /*
     * create / load the our 3D models here
     */

    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glEnableClientState(GL10.GL_COLOR_ARRAY);

    float vertices[] = {
            0,0,0,
            1,0,0,
            0,1,0,
            0,0,1
    };
    float colors[] = {
            0,0,0,0,
            1,0,0,1,
            0,1,0,1,
            0,0,1,1
    };
    byte indices[] = { 0, 1, 0, 2, 0, 3 };

    // Buffers to be passed to gl*Pointer() functions
    // must be direct, i.e., they must be placed on the
    // native heap where the garbage collector cannot
    // move them.
    //
    // Buffers with multi-byte datatypes (e.g., short, int, float)
    // must have their byte order set to native order

    ByteBuffer vbb;
    vbb = ByteBuffer.allocateDirect(vertices.length*4);
    vbb.order(ByteOrder.nativeOrder());
    mVertexBuffer = vbb.asFloatBuffer();
    mVertexBuffer.put(vertices);
    mVertexBuffer.position(0);

    vbb = ByteBuffer.allocateDirect(colors.length*4);
    vbb.order(ByteOrder.nativeOrder());
    mColorBuffer = vbb.asFloatBuffer();
    mColorBuffer.put(colors);
    mColorBuffer.position(0);

    mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
    mIndexBuffer.put(indices);
    mIndexBuffer.position(0);
}
 
开发者ID:sdrausty,项目名称:buildAPKsSamples,代码行数:64,代码来源:CompassActivity.java

示例14: 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);
	}
 
开发者ID:AmulaySoftGroup,项目名称:TaBeTa,代码行数:82,代码来源:CurlMesh.java

示例15: 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);
}
 
开发者ID:archos-sa,项目名称:aos-MediaLib,代码行数:17,代码来源:FadeOutBand.java


注:本文中的javax.microedition.khronos.opengles.GL10.glDisable方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。