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, 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.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);
}
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);
}
}
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);
}
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]);
}
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);
}
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);
}
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();
}
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);
}
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);
}
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);
}
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);
}
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);
}
}
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);
}
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);
}
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);
}