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Java GLES20.glDisable方法代碼示例

本文整理匯總了Java中android.opengl.GLES20.glDisable方法的典型用法代碼示例。如果您正苦於以下問題:Java GLES20.glDisable方法的具體用法?Java GLES20.glDisable怎麽用?Java GLES20.glDisable使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在android.opengl.GLES20的用法示例。


在下文中一共展示了GLES20.glDisable方法的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。

示例1: draw

import android.opengl.GLES20; //導入方法依賴的package包/類
private void draw(float[] matrix, FloatBuffer vertexBuffer, FloatBuffer uvBuffer, ShortBuffer drawListBuffer, short[] indices) {
    texture.bindTexture(0);
    GLES20.glEnable(GLES20.GL_BLEND_COLOR);
    GLES20.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    GLES20.glDepthMask(false);
    int mPositionHandle = GLES20.glGetAttribLocation(SpriteKitGraphicTools.imageShaderProgram, "vPosition");
    GLES20.glEnableVertexAttribArray(mPositionHandle);
    GLES20.glVertexAttribPointer(mPositionHandle, 3,
            GLES20.GL_FLOAT, false,
            0, vertexBuffer);
    int mTexCoordLoc = GLES20.glGetAttribLocation(SpriteKitGraphicTools.imageShaderProgram, "a_texCoord");
    GLES20.glEnableVertexAttribArray(mTexCoordLoc);
    GLES20.glVertexAttribPointer(mTexCoordLoc, 2, GLES20.GL_FLOAT,
            false,
            0, uvBuffer);
    int mtrxhandle = GLES20.glGetUniformLocation(SpriteKitGraphicTools.imageShaderProgram, "uMVPMatrix");
    GLES20.glUniformMatrix4fv(mtrxhandle, 1, false, matrix, 0);
    int mSamplerLoc = GLES20.glGetUniformLocation(SpriteKitGraphicTools.imageShaderProgram, "s_texture");
    GLES20.glUniform1i(mSamplerLoc, 0);
    GLES20.glDrawElements(GLES20.GL_TRIANGLES, indices.length,
            GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
    GLES20.glDisableVertexAttribArray(mPositionHandle);
    GLES20.glDisableVertexAttribArray(mTexCoordLoc);
    GLES20.glDisable(GLES20.GL_BLEND_COLOR);
}
 
開發者ID:sakkeerhussain,項目名稱:SpriteKit-Android,代碼行數:26,代碼來源:Sprite.java

示例2: draw

import android.opengl.GLES20; //導入方法依賴的package包/類
@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);
    }
 
開發者ID:zhuangzaiku,項目名稱:AndroidCollection,代碼行數:19,代碼來源:Square20.java

示例3: onDraw

import android.opengl.GLES20; //導入方法依賴的package包/類
@Override
protected void onDraw() {
    //todo change blend and viewport
    super.onDraw();
    if(markTextureId!=-1){
        GLES20.glGetIntegerv(GLES20.GL_VIEWPORT,viewPort,0);
        GLES20.glViewport(markPort[0],mHeight-markPort[3]-markPort[1],markPort[2],markPort[3]);

        GLES20.glEnable(GLES20.GL_BLEND);
        GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA,GLES20.GL_ONE_MINUS_SRC_ALPHA);
        GLES20.glBlendEquation(GLES20.GL_FUNC_ADD);
        mark.draw(markTextureId);
        GLES20.glDisable(GLES20.GL_BLEND);

        GLES20.glViewport(viewPort[0],viewPort[1],viewPort[2],viewPort[3]);
    }
    //todo reset blend and view port
}
 
開發者ID:aiyaapp,項目名稱:AAVT,代碼行數:19,代碼來源:WaterMarkFilter.java

示例4: onSurfaceCreated

import android.opengl.GLES20; //導入方法依賴的package包/類
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
	GLES20.glDisable(GL10.GL_DITHER);
       GLES20.glClearColor(0,0,0,0);
       GLES20.glEnable(GL10.GL_CULL_FACE);
       GLES20.glEnable(GL10.GL_DEPTH_TEST);	
       MagicFilterParam.initMagicFilterParam(gl);
       mImageInput.init();
}
 
開發者ID:smartbeng,項目名稱:PaoMovie,代碼行數:10,代碼來源:MagicImageDisplay.java

示例5: onSurfaceCreated

import android.opengl.GLES20; //導入方法依賴的package包/類
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
    mImageLR = new ImageLR(getContext());
    GLES20.glEnable(GLES20.GL_DEPTH_TEST);
    initTexture();
    GLES20.glDisable(GLES20.GL_CULL_FACE);
}
 
開發者ID:ynztlxdeai,項目名稱:GLproject,代碼行數:9,代碼來源:TextureImgSurfaceView.java

示例6: glDisable

import android.opengl.GLES20; //導入方法依賴的package包/類
public static void glDisable(final int aCapability)
{
    //.if DESKTOP
    //|gl.glDisable(aCapability);
    //.elseif ANDROID
    GLES20.glDisable(aCapability);
    //.endif
    
}
 
開發者ID:jfcameron,項目名稱:G2Dj,代碼行數:10,代碼來源:GL.java

示例7: onSurfaceCreated

import android.opengl.GLES20; //導入方法依賴的package包/類
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
	GLES20.glDisable(GL10.GL_DITHER);
       GLES20.glClearColor(0,0,0,0);
       GLES20.glEnable(GL10.GL_CULL_FACE);
       GLES20.glEnable(GL10.GL_DEPTH_TEST);
       MagicFilterParam.initMagicFilterParam(gl);
       mCameraInputFilter.init();
}
 
開發者ID:smartbeng,項目名稱:PaoMovie,代碼行數:10,代碼來源:MagicCameraDisplay.java

示例8: draw

import android.opengl.GLES20; //導入方法依賴的package包/類
void draw(MatrixManager matrixManager) {
    if (checkRunOnDraw(matrixManager)) {
        if (isVisible()) {
            mIsCurrent.value(true);
            GLES20.glDisable(GLES20.GL_CULL_FACE);
            GLES20.glFrontFace(GLES20.GL_CCW);
            if (mEnableDepthTest) {
                GLES20.glEnable(GLES20.GL_DEPTH_TEST);
                GLES20.glDepthFunc(GLES20.GL_LEQUAL);
                GLES20.glDepthMask(true);
            } else {
                GLES20.glDisable(GLES20.GL_DEPTH_TEST);
            }
            if (mEnableBlend) {
                GLES20.glEnable(GLES20.GL_BLEND);
                GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
            } else {
                GLES20.glDisable(GLES20.GL_BLEND);
            }
            drawModel(matrixManager);
            GLES20.glDisable(GLES20.GL_DEPTH_TEST);
            GLES20.glDisable(GLES20.GL_BLEND);
            mIsCurrent.value(false);
        }
        doUpdaterStartedAndStopped();
    }
}
 
開發者ID:gplibs,項目名稱:android-magic-surface-view,代碼行數:28,代碼來源:MagicBaseSurface.java

示例9: switchMode

import android.opengl.GLES20; //導入方法依賴的package包/類
public void switchMode()
{				
	mBlending = !mBlending;
	
	if (mBlending)
	{
		// No culling of back faces
		GLES20.glDisable(GLES20.GL_CULL_FACE);
		
		// No depth testing
		GLES20.glDisable(GLES20.GL_DEPTH_TEST);
		
		// Enable blending
		GLES20.glEnable(GLES20.GL_BLEND);
		GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE);			
	}
	else
	{
		// Cull back faces
		GLES20.glEnable(GLES20.GL_CULL_FACE);
		
		// Enable depth testing
		GLES20.glEnable(GLES20.GL_DEPTH_TEST);
		
		// Disable blending
		GLES20.glDisable(GLES20.GL_BLEND);
	}
}
 
開發者ID:biezhihua,項目名稱:Android_OpenGL_Demo,代碼行數:29,代碼來源:LessonFiveRenderer.java

示例10: drawBox

import android.opengl.GLES20; //導入方法依賴的package包/類
/**
 * Draws a box, with position offset.
 */
private void drawBox(int posn) {
    final int width = mInputWindowSurface.getWidth();
    int xpos = (posn * 4) % (width - 50);
    GLES20.glEnable(GLES20.GL_SCISSOR_TEST);
    GLES20.glScissor(xpos, 0, 100, 100);
    GLES20.glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
    GLES20.glDisable(GLES20.GL_SCISSOR_TEST);
}
 
開發者ID:AndyZhu1991,項目名稱:grafika,代碼行數:13,代碼來源:TextureMovieEncoder.java

示例11: render

import android.opengl.GLES20; //導入方法依賴的package包/類
/**
     * draws Quad shape object.
     * @param aMVPMatrix
     * @param texture
     */
    public void render(float[] aMVPMatrix, final int texture) {
//        // Use culling to remove back faces.
        GLES20.glDisable(GLES20.GL_CULL_FACE);

        // Set our per-vertex lighting program.
        GLES20.glUseProgram(aQuadProgramHandle);

        // Set program handles for cube drawing.
        aMVPMatrixHandle = GLES20.glGetUniformLocation(aQuadProgramHandle, "u_MVPMatrix");
        aPositionHandle = GLES20.glGetAttribLocation(aQuadProgramHandle, "a_Position");
        aColorHandle = GLES20.glGetAttribLocation(aQuadProgramHandle, "a_Color");
        aTextureCoordinateHandle = GLES20.glGetAttribLocation(aQuadProgramHandle, "a_TexCoordinate");
        aTextureUniformHandle = GLES20.glGetUniformLocation(aQuadProgramHandle, "u_Texture");

        // Pass in the combined matrix.
        GLES20.glUniformMatrix4fv(aMVPMatrixHandle, 1, false, aMVPMatrix, 0);

        if (qvbo[0] > 0 && qibo[0] > 0) {
            GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, qvbo[0]);

            // Bind Attributes
            GLES20.glVertexAttribPointer(aPositionHandle, POSITION_DATA_SIZE, GLES20.GL_FLOAT, false,
                    STRIDE, 0);
            GLES20.glEnableVertexAttribArray(aPositionHandle);

            GLES20.glVertexAttribPointer(aColorHandle, COLOR_DATA_SIZE, GLES20.GL_FLOAT, false,
                    STRIDE, (POSITION_DATA_SIZE) * BYTES_PER_FLOAT);
            GLES20.glEnableVertexAttribArray(aColorHandle);

            GLES20.glVertexAttribPointer(aTextureCoordinateHandle, UV_DATA_SIZE, GLES20.GL_FLOAT, false,
                    STRIDE, (POSITION_DATA_SIZE + COLOR_DATA_SIZE) * BYTES_PER_FLOAT);
            GLES20.glEnableVertexAttribArray(aTextureCoordinateHandle);

            GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture);
            GLES20.glUniform1f(aTextureUniformHandle, 0);

            // Draw
            GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, qibo[0]);
            GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, indexCount, GLES20.GL_UNSIGNED_SHORT, 0);

            GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
            GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
        }

//        // Use culling to remove back faces.
//        GLES20.glEnable(GLES20.GL_CULL_FACE);
    }
 
開發者ID:regar007,項目名稱:ShapesInOpenGLES2.0,代碼行數:54,代碼來源:Quad.java

示例12: draw

import android.opengl.GLES20; //導入方法依賴的package包/類
/**
 * Draws the AR background image.  The image will be drawn such that virtual content rendered
 * with the matrices provided by {@link Frame#getViewMatrix(float[], int)} and
 * {@link Session#getProjectionMatrix(float[], int, float, float)} will accurately follow
 * static physical objects.  This must be called <b>before</b> drawing virtual content.
 *
 * @param frame The last {@code Frame} returned by {@link Session#update()}.
 */
public void draw(Frame frame) {
    // If display rotation changed (also includes view size change), we need to re-query the uv
    // coordinates for the screen rect, as they may have changed as well.
    if (frame.isDisplayRotationChanged()) {
        frame.transformDisplayUvCoords(mQuadTexCoord, mQuadTexCoordTransformed);
    }

    // No need to test or write depth, the screen quad has arbitrary depth, and is expected
    // to be drawn first.
    GLES20.glDisable(GLES20.GL_DEPTH_TEST);
    GLES20.glDepthMask(false);

    GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureId);

    GLES20.glUseProgram(mQuadProgram);

    // Set the vertex positions.
    GLES20.glVertexAttribPointer(
        mQuadPositionParam, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, mQuadVertices);

    // Set the texture coordinates.
    GLES20.glVertexAttribPointer(mQuadTexCoordParam, TEXCOORDS_PER_VERTEX,
            GLES20.GL_FLOAT, false, 0, mQuadTexCoordTransformed);

    // Enable vertex arrays
    GLES20.glEnableVertexAttribArray(mQuadPositionParam);
    GLES20.glEnableVertexAttribArray(mQuadTexCoordParam);

    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);

    // Disable vertex arrays
    GLES20.glDisableVertexAttribArray(mQuadPositionParam);
    GLES20.glDisableVertexAttribArray(mQuadTexCoordParam);

    // Restore the depth state for further drawing.
    GLES20.glDepthMask(true);
    GLES20.glEnable(GLES20.GL_DEPTH_TEST);

    ShaderUtil.checkGLError(TAG, "Draw");
}
 
開發者ID:googlevr,項目名稱:poly-sample-android,代碼行數:49,代碼來源:BackgroundRenderer.java

示例13: render

import android.opengl.GLES20; //導入方法依賴的package包/類
public void render(float[] aMVPMatrix) {
    // Use culling to remove back faces.
    GLES20.glDisable(GLES20.GL_CULL_FACE);

    // Set our per-vertex lighting program.
    GLES20.glUseProgram(aProgramHandle);

    // Set program handles for cube drawing.
    aMVPMatrixHandle = GLES20.glGetUniformLocation(aProgramHandle, "u_MVPMatrix");
    aMVMatrixHandle = GLES20.glGetUniformLocation(aProgramHandle, "u_MVMatrix");
    aLightPosUniform = GLES20.glGetUniformLocation(aProgramHandle, "u_LightPos");
    aPositionHandle = GLES20.glGetAttribLocation(aProgramHandle, "a_Position");
    aNormalHandle = GLES20.glGetAttribLocation(aProgramHandle, "a_Normal");
    aColorHandle = GLES20.glGetAttribLocation(aProgramHandle, "a_Color");

    // Pass in the combined matrix.
    GLES20.glUniformMatrix4fv(aMVPMatrixHandle, 1, false, aMVPMatrix, 0);

    if (vbo[0] > 0 && ibo[0] > 0) {
        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[0]);

        // Bind Attributes
        GLES20.glVertexAttribPointer(aPositionHandle, POSITION_DATA_SIZE, GLES20.GL_FLOAT, false,
                STRIDE, 0);
        GLES20.glEnableVertexAttribArray(aPositionHandle);

        GLES20.glVertexAttribPointer(aNormalHandle, NORMAL_DATA_SIZE, GLES20.GL_FLOAT, false,
                STRIDE, POSITION_DATA_SIZE * BYTES_PER_FLOAT);
        GLES20.glEnableVertexAttribArray(aNormalHandle);

        GLES20.glVertexAttribPointer(aColorHandle, COLOR_DATA_SIZE, GLES20.GL_FLOAT, false,
                STRIDE, (POSITION_DATA_SIZE + NORMAL_DATA_SIZE) * BYTES_PER_FLOAT);
        GLES20.glEnableVertexAttribArray(aColorHandle);


        // Draw
        GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, ibo[0]);
        GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, indexCount, GLES20.GL_UNSIGNED_SHORT, 0);

        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
        GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
    }

    // Use culling to remove back faces.
    GLES20.glEnable(GLES20.GL_CULL_FACE);
}
 
開發者ID:regar007,項目名稱:ShapesInOpenGLES2.0,代碼行數:47,代碼來源:HeightMap.java

示例14: render

import android.opengl.GLES20; //導入方法依賴的package包/類
/**
     * draws Sphere objects
     * @param aMVPMatrix
     */
    public void render(float[] aMVPMatrix) {

        if(BLENDING) {
            // Enable blending
            GLES20.glEnable(GLES20.GL_BLEND);
//            GLES20.glBlendFuncSeparate(GLES20.GL_ONE_MINUS_SRC_COLOR, GLES20.GL_ONE_MINUS_DST_COLOR, GLES20.GL_ONE_MINUS_SRC_ALPHA, GLES20.GL_ONE_MINUS_DST_ALPHA);
            GLES20.glBlendFunc( GLES20.GL_ONE_MINUS_SRC_ALPHA, GLES20.GL_ONE_MINUS_DST_ALPHA);

//            GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
        }
        // Set our per-vertex lighting program.
        GLES20.glUseProgram(aSphereProgramHandle);

        int aSphereMVPMatrixHandle = GLES20.glGetUniformLocation(aSphereProgramHandle, "u_MVPMatrix");
        int aSpherePositionHandle = GLES20.glGetAttribLocation(aSphereProgramHandle, "a_Position");
        int aSphereColorHandle = GLES20.glGetAttribLocation(aSphereProgramHandle, "a_Color");

        // Pass in the combined matrix.
        //GLES20.glUniformMatrix4fv(aMVPMatrixHandle, 1, false, aMVPMatrix, 0);
        GLES20.glUniformMatrix4fv(aSphereMVPMatrixHandle, 1, false, aMVPMatrix, 0);

        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, aSpheresVerticesBufferIdx);
        GLES20.glEnableVertexAttribArray(aSpherePositionHandle);
        GLES20.glVertexAttribPointer(aSpherePositionHandle, POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, 0);

        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, aSpheresColorsBufferIdx);
        GLES20.glEnableVertexAttribArray(aSphereColorHandle);
        GLES20.glVertexAttribPointer(aSphereColorHandle, COLOR_DATA_SIZE , GLES20.GL_FLOAT, false, 0, 0);

        GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);

        // Draw the vertices.
        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);

        // draw the vertices using indices
//            GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, aSphereIndicesBufferIdx);
//            GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, indexCount, GLES20.GL_UNSIGNED_SHORT, 0);

        // Clear the currently bound buffer (so future OpenGL calls do not use this buffer).
//            GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);

        if(BLENDING) {
            // Enable blending
            GLES20.glDisable(GLES20.GL_BLEND);
//            GLES20.glBlendFuncSeparate(GLES20.GL_ONE_MINUS_SRC_COLOR, GLES20.GL_ONE_MINUS_DST_COLOR, GLES20.GL_ONE_MINUS_SRC_ALPHA, GLES20.GL_ONE_MINUS_DST_ALPHA);

//            GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
        }
    }
 
開發者ID:regar007,項目名稱:ShapesInOpenGLES2.0,代碼行數:54,代碼來源:Spheres.java

示例15: onDrawFrame

import android.opengl.GLES20; //導入方法依賴的package包/類
@Override
public void onDrawFrame(GL10 unused) {
    scroller.computeScrollOffset();
    if (scroller.isFinished()) {
        int lastX = scroller.getCurrX();
        int modulo = lastX % 90;
        int snapX = (lastX / 90) * 90;
        if (modulo >= 45) snapX += 90;
        if (modulo <- 45) snapX -= 90;

        if (lastX != snapX) {
            scroller.startScroll(lastX, 0, snapX - lastX, 0);
        }
    }

    GLES20.glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    Matrix.setLookAtM(mViewMatrix, 0,
            0, 0, -3,
            0f, 0f, 0f,
            0f, 1.0f, 0.0f);


    Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);
    Matrix.rotateM(mMVPMatrix, 0, scroller.getCurrX(), 0.f, 1.f, 0.f);
    Matrix.rotateM(mMVPMatrix, 0, 5.f, 1.f, 0.f, 0.f);


    GLES20.glUseProgram(shaderProgram);

    int positionHandle = GLES20.glGetAttribLocation(shaderProgram, "vPosition");

    GLES20.glVertexAttribPointer(positionHandle, 3,
            GLES20.GL_FLOAT, false,
            0, vertexBuffer);

    int colorHandle = GLES20.glGetAttribLocation(shaderProgram, "aColor");
    GLES20.glVertexAttribPointer(colorHandle, 4,
            GLES20.GL_FLOAT, false,
            4 * 4, colorBuffer);

    int mMVPMatrixHandle = GLES20.glGetUniformLocation(shaderProgram, "uMVPMatrix");

    GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);

    GLES20.glEnable(GLES20.GL_DEPTH_TEST);
    GLES20.glEnableVertexAttribArray(colorHandle);
    GLES20.glEnableVertexAttribArray(positionHandle);
    GLES20.glDrawElements(
            GLES20.GL_TRIANGLES, index.length,
            GLES20.GL_UNSIGNED_SHORT, indexBuffer);

    GLES20.glDisableVertexAttribArray(positionHandle);
    GLES20.glDisable(GLES20.GL_DEPTH_TEST);
}
 
開發者ID:PacktPublishing,項目名稱:Building-Android-UIs-with-Custom-Views,代碼行數:57,代碼來源:GLDrawer.java


注:本文中的android.opengl.GLES20.glDisable方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。