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); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE);
@Override public void glTexEnvf(int target, int pname, float param) { mGL.glTexEnvf(target, pname, param); }
public void glTexEnvf(int target, int pname, float param) { mgl.glTexEnvf(target, pname, param); }
public void glTexEnvf(int target, int pname, float param) { mgl.glTexEnvf(target, pname, param); }
public void glTexEnvf(int target, int pname, float param) { mgl.glTexEnvf(target, pname, param); }
public void LoadTexture(GL10 gl, Context context) { int[] imageFileIDs = { // Image file IDs R.drawable.a, R.drawable.b, R.drawable.c, R.drawable.d, R.drawable.e, R.drawable.f, R.drawable.g}; Bitmap[] bitmap = new Bitmap[7]; textureIDs = new int[7]; gl.glGenTextures(6, textureIDs, 0); // Generate texture-ID array for 6 // IDs // Generate OpenGL texture images for (int face = 0; face < 7; face++) { bitmap[face] = BitmapFactory.decodeStream(context.getResources() .openRawResource(imageFileIDs[face])); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_MODULATE); gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[face]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); // Build Texture from loaded bitmap for the currently-bind texture // ID GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap[face], 0); bitmap[face].recycle(); } }
private int LoadTexture(Bitmap bitmap) { int texture_id = newTextureId(); // Bitmap bitmap = getBitmap(resid); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture_id); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); bitmap.recycle(); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); return texture_id; }
public void buildTexture() { if (build_x == x && build_y == y) return; build_x = x; build_y = y; gl.glBindTexture(GL10.GL_TEXTURE_2D, textureid); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); }
gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,GL10.GL_MODULATE);
GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE);
GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE);
/** * Call to initialize the class. * Call whenever the surface has been created. * * @param gl */ public void initialize(GL10 gl) { mState = STATE_INITIALIZED; int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); mTextureID = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); // Use Nearest for performance. 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); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); }
GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE);
/** * Call to initialize the class. * Call whenever the surface has been created. * * @param gl */ public void initialize(GL10 gl) { mState = STATE_INITIALIZED; int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); mTextureID = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); // Use Nearest for performance. 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); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); }
GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE);
GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE);
GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE);
private void drawOnscreen(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); float ratio = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); gl.glClearColor(0,0,1,0); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glBindTexture(GL10.GL_TEXTURE_2D, mTargetTexture); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glActiveTexture(GL10.GL_TEXTURE0); long time = SystemClock.uptimeMillis() % 4000L; float angle = 0.090f * ((int) time); gl.glRotatef(angle, 0, 0, 1.0f); mTriangle.draw(gl); // Restore default state so the other renderer is not affected. gl.glBindTexture(GL10.GL_TEXTURE_2D, 0); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); }
private void drawOnscreen(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); float ratio = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); gl.glClearColor(0,0,1,0); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glBindTexture(GL10.GL_TEXTURE_2D, mTargetTexture); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glActiveTexture(GL10.GL_TEXTURE0); long time = SystemClock.uptimeMillis() % 4000L; float angle = 0.090f * ((int) time); gl.glRotatef(angle, 0, 0, 1.0f); mTriangle.draw(gl); // Restore default state so the other renderer is not affected. gl.glBindTexture(GL10.GL_TEXTURE_2D, 0); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); }
gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_MODULATE); //GL10.GL_REPLACE