gl.glFrontFace(gl.GL_CW); gl.glVertexPointer(3, gl.GL_FIXED, 0, mVertexBuffer); gl.glColorPointer(4, gl.GL_FIXED, 0, mColorBuffer); gl.glDrawElements(gl.GL_TRIANGLES, 36, gl.GL_UNSIGNED_BYTE, mIndexBuffer); }
@Override public void glColorPointer(int size, int type, int stride, Buffer pointer) { mGL.glColorPointer(size, type, stride, pointer); }
public void glColorPointer(int size, int type, int stride, Buffer pointer) { mgl.glColorPointer(size, type, stride, pointer); }
public void glColorPointer(int size, int type, int stride, Buffer pointer) { mgl.glColorPointer(size, type, stride, pointer); }
public void glColorPointer(int size, int type, int stride, Buffer pointer) { mgl.glColorPointer(size, type, stride, pointer); }
gl.glColorPointer(4, GL10.GL_UNSIGNED_BYTE, 0, mColorBuffer);
public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FIXED, 0, mColorBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); }
public void draw(GL10 gl) { mColorBuffer.position(0); mVertexBuffer.position(0); mIndexBuffer.position(0); gl.glFrontFace(GL10.GL_CW); gl.glShadeModel(GL10.GL_FLAT); gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FIXED, 0, mColorBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, mIndexBuffer); count++; }
public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FIXED, 0, mColorBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); }
public void draw(GL10 gl) { mColorBuffer.position(0); mVertexBuffer.position(0); mIndexBuffer.position(0); gl.glFrontFace(GL10.GL_CW); gl.glShadeModel(GL10.GL_FLAT); gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FIXED, 0, mColorBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, mIndexBuffer); count++; }
public void draw(GL10 gl) { gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorsBuffer); gl.glEnable(GL10.GL_COLOR_MATERIAL); // Enable color tracking gl.glEnable(GL10.GL_COLOR_MATERIAL); gl.glDrawElements(GL10.GL_TRIANGLES, myoffsets.length, GL10.GL_UNSIGNED_SHORT, mIndicesBuffer); // mode, count, type, indices }
gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuff);
public void draw(GL10 gl) { gl.glEnable(GL10.GL_CULL_FACE); gl.glFrontFace(GL10.GL_CW); gl.glShadeModel(GL10.GL_SMOOTH); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); } }
public void draw(GL10 gl) { gl.glEnable(GL10.GL_CULL_FACE); gl.glFrontFace(GL10.GL_CW); gl.glShadeModel(GL10.GL_SMOOTH); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); } }
/** * Draws this cube of the given GL-Surface * * @param gl The GL-Surface this cube should be drawn upon. */ public void draw(GL10 gl) { gl.glEnable(GL10.GL_CULL_FACE); gl.glFrontFace(GL10.GL_CW); gl.glShadeModel(GL10.GL_SMOOTH); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); } }
public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } }
public void render(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); if (colorIndex>4) { gl.glEnableClientState(GL10.GL_COLOR_ARRAY); } else { gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); if (colorIndex>4) { gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer); } else if (colorIndex==4) { // single color gl.glColor4f( colorComponents[0], colorComponents[1], colorComponents[2], colorComponents[3]); } gl.glDrawArrays(glMode, 0, numVertices); }
public static void drawGradientRectangle(GL10 gl, float centerX, float centerY, float width, float height) { gl.glPushMatrix(); gl.glDisable(GL10.GL_TEXTURE_2D); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //just in case if you have not done that before gl.glFrontFace(GL10.GL_CCW); //Set the face gl.glTranslatef(centerX, centerY, 0); if (width != 1 || height != 1) { gl.glScalef(width, height, 1); } gl.glVertexPointer(2, GL10.GL_FLOAT, 0, GLDrawConstants.vertexBuffer0_5); gl.glColorPointer(4, GL10.GL_FLOAT, 0, GLDrawConstants.gradOrangeWhiteBuffer); // Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glPopMatrix(); }
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufShadowColors); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mBufShadowVertices); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mDropShadowCount); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufColors); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufShadowColors); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mBufShadowVertices); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, mDropShadowCount,
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufShadowColors); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mBufShadowVertices); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mDropShadowCount); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufColors); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufShadowColors); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mBufShadowVertices); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, mDropShadowCount,