本文整理匯總了Java中javax.microedition.khronos.opengles.GL10.glGenTextures方法的典型用法代碼示例。如果您正苦於以下問題:Java GL10.glGenTextures方法的具體用法?Java GL10.glGenTextures怎麽用?Java GL10.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類javax.microedition.khronos.opengles.GL10
的用法示例。
在下文中一共展示了GL10.glGenTextures方法的4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: loadGLTexture
import javax.microedition.khronos.opengles.GL10; //導入方法依賴的package包/類
/**
* Loads the texture.
*
* @param gl
*/
public void loadGLTexture(GL10 gl) {
if (mBitmap == null) {
System.out.println("Texture not loaded yet");
return;
}
int[] textures = new int[1];
gl.glGenTextures(1, textures, 0);
mTextureId = textures[0];
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureId);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
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_REPEAT);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, mBitmap, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
// release the bitmap
mBitmap.recycle();
loaded();
}
示例2: setup
import javax.microedition.khronos.opengles.GL10; //導入方法依賴的package包/類
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3: loadTexture
import javax.microedition.khronos.opengles.GL10; //導入方法依賴的package包/類
private void loadTexture(GL10 gl){
int[] textures = new int[1];
gl.glGenTextures(1,textures,0);
mTextureId = textures[0];
gl.glBindTexture(GL10.GL_TEXTURE_2D,mTextureId);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);
mBitmap = BitmapFactory.decodeResource(mContext.getResources(), R.drawable.ic_launcher);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D,0,mBitmap,0);
mBitmap.recycle();
}
示例4: onSurfaceCreated
import javax.microedition.khronos.opengles.GL10; //導入方法依賴的package包/類
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glGenTextures(NUMBER_OF_TEXTURES, mtextureMgr.mtextures, 0);
gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); //Black Background
gl.glClearDepthf(1.0f); //Depth Buffer Setup
gl.glEnable(GL10.GL_DEPTH_TEST); //Enables Depth Testing
gl.glDepthFunc(GL10.GL_LEQUAL); //The Type Of Depth Testing To Do
//Really Nice Perspective Calculations
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}