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Java GLES20.glGenTextures方法代碼示例

本文整理匯總了Java中android.opengl.GLES20.glGenTextures方法的典型用法代碼示例。如果您正苦於以下問題:Java GLES20.glGenTextures方法的具體用法?Java GLES20.glGenTextures怎麽用?Java GLES20.glGenTextures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.glGenTextures方法的12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: loadTexture

import android.opengl.GLES20; //導入方法依賴的package包/類
public static int loadTexture(final IntBuffer data, final Size size, final int usedTexId) {
    int textures[] = new int[1];
    if (usedTexId == NO_TEXTURE) {
        GLES20.glGenTextures(1, textures, 0);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
                GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
                GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
                GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
                GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, size.width, size.height,
                0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, data);
    } else {
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, usedTexId);
        GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D, 0, 0, 0, size.width,
                size.height, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, data);
        textures[0] = usedTexId;
    }
    return textures[0];
}
 
開發者ID:vipycm,項目名稱:mao-android,代碼行數:24,代碼來源:OpenGlUtils.java

示例2: onOutputSizeChanged

import android.opengl.GLES20; //導入方法依賴的package包/類
public void onOutputSizeChanged(int paramInt1, int paramInt2)
{
    super.onOutputSizeChanged(paramInt1, paramInt2);
    if (this.bD != null) {
        I();
    }
    int i = H().size();
    for (int j = 0; j < i; j++) {
        ((GPUImageFilter)H().get(j)).onOutputSizeChanged(paramInt1, paramInt2);
    }
    if (null != this.bI) {
        this.bI.onOutputSizeChanged(paramInt1, paramInt2);
    }
    if ((H() != null) && (H().size() > 0))
    {
        this.bD = new int[2];
        this.bE = new int[2];
        for (int j = 0; j < this.bD.length; j++)
        {
            GLES20.glGenFramebuffers(1, this.bD, j);
            GLES20.glGenTextures(1, this.bE, j);
            OpenGlUtils.bindTextureToFrameBuffer(this.bD[j], this.bE[j], paramInt1, paramInt2);
        }
    }
}
 
開發者ID:zhangyaqiang,項目名稱:Fatigue-Detection,代碼行數:26,代碼來源:GPUImageFilterGroupBase.java

示例3: createFrameBuffer

import android.opengl.GLES20; //導入方法依賴的package包/類
public static void createFrameBuffer(int width, int height, int[] frameBuffer, int[] frameBufferTexture, int frameBufferSize) {
    for (int i = 0; i < frameBufferSize; i++) {

        GLES20.glGenTextures(1, frameBufferTexture, i);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, frameBufferTexture[i]);
        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0,
                GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
                GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
                GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
                GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
                GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);

        GLES20.glGenFramebuffers(1, frameBuffer, i);
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBuffer[i]);
        GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
                GLES20.GL_TEXTURE_2D, frameBufferTexture[i], 0);

        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
    }
}
 
開發者ID:lzmlsfe,項目名稱:19porn,代碼行數:26,代碼來源:OpenGlUtils.java

示例4: createTextureID

import android.opengl.GLES20; //導入方法依賴的package包/類
public static int createTextureID() {
	int[] texture = new int[1];

	GLES20.glGenTextures(1, texture, 0);
	GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texture[0]);
	GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
			GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
	GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
			GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
	GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
			GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
	GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES,
			GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);

	return texture[0];
}
 
開發者ID:FacePlusPlus,項目名稱:MegviiFacepp-Android-SDK,代碼行數:17,代碼來源:OpenGLUtil.java

示例5: createFbo

import android.opengl.GLES20; //導入方法依賴的package包/類
private int createFbo(int width, int height) {
    int[] texture = new int[1];
    int[] fbo = new int[1];
    GLES20.glGenFramebuffers(1, fbo, 0);
    GLES20.glGenTextures(1, texture, 0);
    mFbo = fbo[0];
    mDstTexture = texture[0];

    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mDstTexture);
    GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);

    // Bind the framebuffer
    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFbo);
    // Specify texture as color attachment
    GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, mDstTexture, 0);

    // Check for framebuffer complete
    int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
    if (status != GLES20.GL_FRAMEBUFFER_COMPLETE) {
        Log.e(LOG_TAG, "Failed to create framebuffer!!!");
    }

    return 0;
}
 
開發者ID:AgoraIO,項目名稱:Agora-Video-Source-Android,代碼行數:29,代碼來源:CustomizedCameraRenderer.java

示例6: initFBO

import android.opengl.GLES20; //導入方法依賴的package包/類
private void initFBO(int width, int height)
{
    Log.d(LOGTAG, "initFBO("+width+"x"+height+")");

    deleteFBO();

    GLES20.glGenTextures(1, texDraw, 0);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texDraw[0]);
    GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);

    GLES20.glGenTextures(1, texFBO, 0);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texFBO[0]);
    GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);

    //int hFBO;
    GLES20.glGenFramebuffers(1, FBO, 0);
    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, FBO[0]);
    GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, texFBO[0], 0);
    Log.d(LOGTAG, "initFBO error status: " + GLES20.glGetError());

    int FBOstatus = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
    if (FBOstatus != GLES20.GL_FRAMEBUFFER_COMPLETE)
        Log.e(LOGTAG, "initFBO failed, status: " + FBOstatus);

    mFBOWidth  = width;
    mFBOHeight = height;
}
 
開發者ID:vulovicv23,項目名稱:opencv-documentscanner-android,代碼行數:36,代碼來源:CameraGLRendererBase.java

示例7: initTexOES

import android.opengl.GLES20; //導入方法依賴的package包/類
private void initTexOES(int[] tex) {
    if(tex.length == 1) {
        GLES20.glGenTextures(1, tex, 0);
        GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, tex[0]);
        GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
        GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
    }
}
 
開發者ID:trc492,項目名稱:Ftc2018RelicRecovery,代碼行數:11,代碼來源:CameraGLRendererBase.java

示例8: loadTexture

import android.opengl.GLES20; //導入方法依賴的package包/類
public void loadTexture(final Context context) {
    GLES20.glGenTextures(1, textureID, 0);

    try {
        if (textureID[0] != 0) {
            final BitmapFactory.Options options = new BitmapFactory.Options();
            options.inScaled = false;

            final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);

            width = bitmap.getWidth();
            height = bitmap.getHeight();

            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureID[0]);

            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);

            GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
            bitmap.recycle();
        }

        if (textureID[0] == 0) {
            throw new RuntimeException("Error loading texture.");
        }
    } catch (Exception e) {
        GLES20.glDeleteTextures(1, textureID, 0);
        textureID[0] = 0;
        throw e;
    }
}
 
開發者ID:sakkeerhussain,項目名稱:SpriteKit-Android,代碼行數:34,代碼來源:Texture.java

示例9: createImageTexture

import android.opengl.GLES20; //導入方法依賴的package包/類
/**
 * Creates a texture from raw data.
 *
 * @param data Image data, in a "direct" ByteBuffer.
 * @param width Texture width, in pixels (not bytes).
 * @param height Texture height, in pixels.
 * @param format Image data format (use constant appropriate for glTexImage2D(), e.g. GL_RGBA).
 * @return Handle to texture.
 */
public static int createImageTexture(ByteBuffer data, int width, int height, int format) {
    int[] textureHandles = new int[1];
    int textureHandle;

    GLES20.glGenTextures(1, textureHandles, 0);
    textureHandle = textureHandles[0];
    GlUtil.checkGlError("glGenTextures");

    // Bind the texture handle to the 2D texture target.
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle);

    // Configure min/mag filtering, i.e. what scaling method do we use if what we're rendering
    // is smaller or larger than the source image.
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
            GLES20.GL_LINEAR);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,
            GLES20.GL_LINEAR);
    GlUtil.checkGlError("loadImageTexture");

    // Load the data from the buffer into the texture handle.
    GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, /*level*/ 0, format,
            width, height, /*border*/ 0, format, GLES20.GL_UNSIGNED_BYTE, data);
    GlUtil.checkGlError("loadImageTexture");

    return textureHandle;
}
 
開發者ID:TobiasLee,項目名稱:FilterPlayer,代碼行數:36,代碼來源:GlUtil.java

示例10: createEffectTexture

import android.opengl.GLES20; //導入方法依賴的package包/類
private void createEffectTexture() {
    AndroidUntil.checkGlError("initFBO_S");
    GLES20.glGenFramebuffers(1, mFboId, 0);
    GLES20.glGenRenderbuffers(1, mRboId, 0);
    GLES20.glGenTextures(1, mTexId, 0);

    GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, mRboId[0]);
    GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER,
            GLES20.GL_DEPTH_COMPONENT16, mWidth, mHeight);

    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFboId[0]);
    GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER,
            GLES20.GL_DEPTH_ATTACHMENT, GLES20.GL_RENDERBUFFER, mRboId[0]);

    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexId[0]);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
            GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
            GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
            GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,
            GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);

    GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA,
            mWidth, mHeight, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);

    GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER,
            GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, mTexId[0], 0);

    if (GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER) !=
            GLES20.GL_FRAMEBUFFER_COMPLETE) {
        throw new RuntimeException("glCheckFramebufferStatus()");
    }
    AndroidUntil.checkGlError("initFBO_E");
}
 
開發者ID:wuyisheng,項目名稱:libRtmp,代碼行數:38,代碼來源:Effect.java

示例11: generateTextures

import android.opengl.GLES20; //導入方法依賴的package包/類
public void generateTextures(Context context) {
    int[] textureID = new int[]{
            R.drawable.player,      // 0
            R.drawable.boulder01,
            R.drawable.spell01,
            R.drawable.play_button,
            R.drawable.home_button,
            R.drawable.redo_button,  // 5
            R.drawable.zero,
            R.drawable.one,
            R.drawable.two,
            R.drawable.three,
            R.drawable.four,    // 10
            R.drawable.five,
            R.drawable.six,
            R.drawable.seven,
            R.drawable.eight,
            R.drawable.nine,    // 15
            R.drawable.mage01,
            R.drawable.mage02,
            R.drawable.mage03,
            R.drawable.floor01
    };

    // Generate Textures, if more needed, alter these numbers.
    int[] texturenames = new int[textureID.length];
    GLES20.glGenTextures(textureID.length, texturenames, 0);

    // Retrieve our image from resources.
    //int id = context.getResources().getIdentifier("drawable/textureatlas", null, context.getPackageName());
    for (int i = 0; i < textureID.length; i++) {
        // Temporary create a bitmap
        Bitmap bmp = BitmapFactory.decodeResource(context.getResources(), textureID[i]);

        // Bind texture to texturename
        GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texturenames[i]);

        // Set filtering
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);

        // Load the bitmap into the bound texture.
        GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bmp, 0);

        // We are done using the bitmap so we should recycle it.
        bmp.recycle();
    }
}
 
開發者ID:kaidenho,項目名稱:spellcaster,代碼行數:50,代碼來源:RenderSystem.java

示例12: surfaceCreated

import android.opengl.GLES20; //導入方法依賴的package包/類
public void surfaceCreated() {
    mProgram = createProgram(VERTEX_SHADER, FRAGMENT_SHADER);
    if (mProgram == 0) {
        throw new RuntimeException("failed creating program");
    }
    maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
    checkGlError("glGetAttribLocation aPosition");
    if (maPositionHandle == -1) {
        throw new RuntimeException("Could not get attrib location for aPosition");
    }
    maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
    checkGlError("glGetAttribLocation aTextureCoord");
    if (maTextureHandle == -1) {
        throw new RuntimeException("Could not get attrib location for aTextureCoord");
    }
    muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
    checkGlError("glGetUniformLocation uMVPMatrix");
    if (muMVPMatrixHandle == -1) {
        throw new RuntimeException("Could not get attrib location for uMVPMatrix");
    }
    muSTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uSTMatrix");
    checkGlError("glGetUniformLocation uSTMatrix");
    if (muSTMatrixHandle == -1) {
        throw new RuntimeException("Could not get attrib location for uSTMatrix");
    }
    int[] textures = new int[1];
    GLES20.glGenTextures(1, textures, 0);
    mTextureID = textures[0];
    GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureID);
    checkGlError("glBindTexture mTextureID");
    GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
    GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
    GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
    checkGlError("glTexParameter");

    Matrix.setIdentityM(mMVPMatrix, 0);
    if (rotationAngle != 0) {
        Matrix.rotateM(mMVPMatrix, 0, rotationAngle, 0, 0, 1);
    }
}
 
開發者ID:pooyafaroka,項目名稱:PlusGram,代碼行數:42,代碼來源:TextureRenderer.java


注:本文中的android.opengl.GLES20.glGenTextures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。