本文整理汇总了Java中javax.microedition.khronos.opengles.GL10.glTexEnvx方法的典型用法代码示例。如果您正苦于以下问题:Java GL10.glTexEnvx方法的具体用法?Java GL10.glTexEnvx怎么用?Java GL10.glTexEnvx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.glTexEnvx方法的1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: applyRectTexture
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
/**
* convert a rectangle bitmap texture and apply it to a rectangle,
* note that order of pnts is top left -> top right -> bottom left -> bottom right
*/
public void applyRectTexture(GL10 gl, Position3D[] pnts, int nTextureId) { //a 4 point rectangle.
if (nTextureId < 0 || nTextureId >= NUMBER_OF_TEXTURES) {
return; // invalid texture
}
// apply the texture
FloatBuffer vertexBuffer; // buffer holding the vertices
float vertices[] = {
(float)pnts[0].getX(), (float)pnts[0].getY(), (float)pnts[0].getZ(), // bottom left
(float)pnts[1].getX(), (float)pnts[1].getY(), (float)pnts[1].getZ(), // top left
(float)pnts[2].getX(), (float)pnts[2].getY(), (float)pnts[2].getZ(), // bottom right
(float)pnts[3].getX(), (float)pnts[3].getY(), (float)pnts[3].getZ(), // top right
};
FloatBuffer textureBuffer; // buffer holding the texture coordinates
float texture[] = {
// Mapping coordinates for the vertices
0.0f, 1.0f, // top left
0.0f, 0.0f, // bottom left
1.0f, 1.0f, // top right
1.0f, 0.0f // bottom right
};
// a float has 4 bytes so we allocate for each coordinate 4 bytes
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
// allocates the memory from the byte buffer
vertexBuffer = byteBuffer.asFloatBuffer();
// fill the vertexBuffer with the vertices
vertexBuffer.put(vertices);
// set the cursor position to the beginning of the buffer
vertexBuffer.position(0);
byteBuffer = ByteBuffer.allocateDirect(texture.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
textureBuffer = byteBuffer.asFloatBuffer();
textureBuffer.put(texture);
textureBuffer.position(0);
// Set the face rotation
gl.glFrontFace(GL10.GL_CW);
// Point to our buffers
gl.glEnable(GL10.GL_TEXTURE_2D); //Enable Texture Mapping ( NEW )
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
//gl.glBlendFunc(GL10.GL_ZERO, GL10.GL_ONE);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); // was GL10.GL_REPLACE
//...and bind it to our array
gl.glBindTexture(GL10.GL_TEXTURE_2D, mtextureMgr.mtextures[nTextureId]);
gl.glColor4f(0f, 0f, 0f, 0f);
// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
// Draw the vertices as triangle strip
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
//Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisable(GL10.GL_BLEND);
gl.glDisable(GL10.GL_TEXTURE_2D); //Disable Texture Mapping ( NEW )
}