本文整理匯總了Java中android.opengl.GLES20.glTexParameterf方法的典型用法代碼示例。如果您正苦於以下問題:Java GLES20.glTexParameterf方法的具體用法?Java GLES20.glTexParameterf怎麽用?Java GLES20.glTexParameterf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類android.opengl.GLES20
的用法示例。
在下文中一共展示了GLES20.glTexParameterf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: loadTexture
import android.opengl.GLES20; //導入方法依賴的package包/類
public static int loadTexture(Bitmap bitmap, boolean recycle) {
if (bitmap == null) {
return 0;
}
int textures[] = new int[1];
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);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
if (recycle) {
bitmap.recycle();
}
return textures[0];
}
示例2: createTextureObject
import android.opengl.GLES20; //導入方法依賴的package包/類
/**
* Creates a texture object suitable for use with this program.
* <p>
* On exit, the texture will be bound.
*/
public int createTextureObject() {
int[] textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
GlUtil.checkGlError("glGenTextures");
int texId = textures[0];
GLES20.glBindTexture(mTextureTarget, texId);
GlUtil.checkGlError("glBindTexture " + texId);
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);
GlUtil.checkGlError("glTexParameter");
return texId;
}
示例3: 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];
}
示例4: createFrameBuffer
import android.opengl.GLES20; //導入方法依賴的package包/類
public 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);
}
}
示例5: loadTexture
import android.opengl.GLES20; //導入方法依賴的package包/類
public static int loadTexture(Buffer paramBuffer, int paramInt1, int paramInt2, int paramInt3)
{
int[] arrayOfInt = new int[1];
if (paramInt3 == -1)
{
GLES20.glGenTextures(1, arrayOfInt, 0);
GLES20.glBindTexture(3553, arrayOfInt[0]);
GLES20.glTexParameterf(3553, 10240, 9729.0F);
GLES20.glTexParameterf(3553, 10241, 9729.0F);
GLES20.glTexParameterf(3553, 10242, 33071.0F);
GLES20.glTexParameterf(3553, 10243, 33071.0F);
GLES20.glTexImage2D(3553, 0, 6408, paramInt1, paramInt2, 0, 6408, 5121, paramBuffer);
}
else
{
GLES20.glBindTexture(3553, paramInt3);
GLES20.glTexSubImage2D(3553, 0, 0, 0, paramInt1, paramInt2, 6408, 5121, paramBuffer);
arrayOfInt[0] = paramInt3;
}
return arrayOfInt[0];
}
示例6: createTexture
import android.opengl.GLES20; //導入方法依賴的package包/類
/**
* Creates a texture object suitable for use with this program.
* <p>
* On exit, the texture will be bound.
*/
public int createTexture() {
int[] textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
int texId = textures[0];
GLES20.glBindTexture(mTextureTarget, texId);
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);
return texId;
}
示例7: createExternalTextures
import android.opengl.GLES20; //導入方法依賴的package包/類
public static void createExternalTextures(int cantidad, int[] texturesId, int position) {
GLES20.glGenTextures(cantidad, texturesId, position);
for (int i = 0; i < cantidad; i++) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + position + i);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, texturesId[position + i]);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_LINEAR);
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);
}
}
示例8: create
import android.opengl.GLES20; //導入方法依賴的package包/類
FBO create(int width,int height){
int[] frameBuffers = new int[1];
int[] frameBufferTextures = new int[1];
GLES20.glGenFramebuffers(1, frameBuffers, 0);
GLES20.glGenTextures(1, frameBufferTextures, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, frameBufferTextures[0]);
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.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBuffers[0]);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
GLES20.GL_TEXTURE_2D, frameBufferTextures[0], 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
frameBuffer=frameBuffers[0];
frameBufferTexture=frameBufferTextures[0];
return this;
}
示例9: loadTexture
import android.opengl.GLES20; //導入方法依賴的package包/類
private int loadTexture(int resId) {
final int[] textureIds = new int[1];
GLES20.glGenTextures(1, textureIds, 0);
if (textureIds[0] == 0) return -1;
// do not scale the bitmap depending on screen density
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false;
final Bitmap textureBitmap = BitmapFactory.decodeResource(getResources(), resId, options);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureIds[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.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);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, textureBitmap, 0);
textureBitmap.recycle();
return textureIds[0];
}
示例10: genOesTexture
import android.opengl.GLES20; //導入方法依賴的package包/類
public static int genOesTexture() {
int[] textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textures[0]);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
return textures[0];
}
示例11: initCameraFrameBuffer
import android.opengl.GLES20; //導入方法依賴的package包/類
public void initCameraFrameBuffer(int width, int height) {
if(mFrameBuffers != null && (mFrameWidth != width || mFrameHeight != height))
destroyFramebuffers();
if (mFrameBuffers == null) {
mFrameWidth = width;
mFrameHeight = height;
mFrameBuffers = new int[1];
mFrameBufferTextures = new int[1];
GLES20.glGenFramebuffers(1, mFrameBuffers, 0);
GLES20.glGenTextures(1, mFrameBufferTextures, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mFrameBufferTextures[0]);
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.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFrameBuffers[0]);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
GLES20.GL_TEXTURE_2D, mFrameBufferTextures[0], 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
}
}
示例12: getTextureFromBitmap
import android.opengl.GLES20; //導入方法依賴的package包/類
public static int getTextureFromBitmap(Bitmap bitmap,int imageSize[]){
final int[] textureObjectIds=new int[1];
GLES20.glGenTextures(1,textureObjectIds,0);
if (textureObjectIds[0]==0){
Log.d(TAG,"Failed at glGenTextures");
return 0;
}
if (bitmap==null){
Log.d(TAG,"Failed at decoding bitmap");
GLES20.glDeleteTextures(1,textureObjectIds,0);
return 0;
}
if(imageSize!=null && imageSize.length>=2){
imageSize[0]=bitmap.getWidth();
imageSize[1]=bitmap.getHeight();
}
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,textureObjectIds[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);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D,0,bitmap,0);
bitmap.recycle();
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,0);
return textureObjectIds[0];
}
示例13: onOutputSizeChanged
import android.opengl.GLES20; //導入方法依賴的package包/類
@Override
public void onOutputSizeChanged(final int width, final int height) {
super.onOutputSizeChanged(width, height);
if (mFrameBuffers != null) {
destroyFramebuffers();
}
int size = mFilters.size();
for (int i = 0; i < size; i++) {
mFilters.get(i).onOutputSizeChanged(width, height);
}
if (mMergedFilters != null && mMergedFilters.size() > 0) {
size = mMergedFilters.size();
mFrameBuffers = new int[size - 1];
mFrameBufferTextures = new int[size - 1];
for (int i = 0; i < size - 1; i++) {
GLES20.glGenFramebuffers(1, mFrameBuffers, i);
GLES20.glGenTextures(1, mFrameBufferTextures, i);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mFrameBufferTextures[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.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFrameBuffers[i]);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
GLES20.GL_TEXTURE_2D, mFrameBufferTextures[i], 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
}
}
}
示例14: loadTexture
import android.opengl.GLES20; //導入方法依賴的package包/類
private int loadTexture(int resource) {
// In which ID will we be storing this texture?
int id = newTextureID();
// We need to flip the textures vertically:
android.graphics.Matrix flip = new android.graphics.Matrix();
flip.postScale(1f, -1f);
// This will tell the BitmapFactory to not scale based on the device's pixel density:
// (Thanks to Matthew Marshall for this bit)
BitmapFactory.Options opts = new BitmapFactory.Options();
opts.inScaled = false;
// Load up, and flip the texture:
Bitmap temp = BitmapFactory.decodeResource(_context.getResources(), resource, opts);
Bitmap bmp = Bitmap.createBitmap(temp, 0, 0, temp.getWidth(), temp.getHeight(), flip, true);
temp.recycle();
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, id);
// Set all of our texture parameters:
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR_MIPMAP_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
// Generate, and load up all of the mipmaps:
for(int level=0, height = bmp.getHeight(), width = bmp.getWidth(); true; level++) {
// Push the bitmap onto the GPU:
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, level, bmp, 0);
// We need to stop when the texture is 1x1:
if(height==1 && width==1) break;
// Resize, and let's go again:
width >>= 1; height >>= 1;
if(width<1) width = 1;
if(height<1) height = 1;
Bitmap bmp2 = Bitmap.createScaledBitmap(bmp, width, height, true);
bmp.recycle();
bmp = bmp2;
}
bmp.recycle();
return id;
}
示例15: onOutputSizeChanged
import android.opengl.GLES20; //導入方法依賴的package包/類
@Override
public void onOutputSizeChanged(final int width, final int height) {
super.onOutputSizeChanged(width, height);
int size = mFilters.size();
for (int i = 0; i < size; i++) {
mFilters.get(i).onOutputSizeChanged(width, height);
}
if(mFrameBuffers != null && (mFrameWidth != width || mFrameHeight != height || mFrameBuffers.length != size-1)){
destroyFramebuffers();
mFrameWidth = width;
mFrameHeight = height;
}
if (mFrameBuffers == null) {
mFrameBuffers = new int[size-1];
mFrameBufferTextures = new int[size-1];
for (int i = 0; i < size-1; i++) {
GLES20.glGenFramebuffers(1, mFrameBuffers, i);
GLES20.glGenTextures(1, mFrameBufferTextures, i);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mFrameBufferTextures[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.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFrameBuffers[i]);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
GLES20.GL_TEXTURE_2D, mFrameBufferTextures[i], 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
}
}
}