private void initialize() { GL11 gl = mGL; // First create an nio buffer, then create a VBO from it. int size = BOX_COORDINATES.length * Float.SIZE / Byte.SIZE; FloatBuffer xyBuffer = allocateDirectNativeOrderBuffer(size).asFloatBuffer(); xyBuffer.put(BOX_COORDINATES, 0, BOX_COORDINATES.length).position(0); int[] name = new int[1]; gl.glGenBuffers(1, name, 0); mBoxCoords = name[0]; gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBoxCoords); gl.glBufferData(GL11.GL_ARRAY_BUFFER, xyBuffer.capacity() * (Float.SIZE / Byte.SIZE), xyBuffer, GL11.GL_STATIC_DRAW); gl.glVertexPointer(2, GL11.GL_FLOAT, 0, 0); gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); // Enable the texture coordinate array for Texture 1 gl.glClientActiveTexture(GL11.GL_TEXTURE1); gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); gl.glClientActiveTexture(GL11.GL_TEXTURE0); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // mMatrixValues will be initialized in setSize() mAlpha = 1.0f; }
private void initialize() { final GL11 gl = mGL; // First create an nio buffer, then create a VBO from it. final int size = BOX_COORDINATES.length * Float.SIZE / Byte.SIZE; final FloatBuffer xyBuffer = allocateDirectNativeOrderBuffer(size).asFloatBuffer(); xyBuffer.put(BOX_COORDINATES, 0, BOX_COORDINATES.length).position(0); final int[] name = new int[1]; GLId.glGenBuffers(1, name, 0); mBoxCoords = name[0]; gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBoxCoords); gl.glBufferData(GL11.GL_ARRAY_BUFFER, xyBuffer.capacity() * (Float.SIZE / Byte.SIZE), xyBuffer, GL11.GL_STATIC_DRAW); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, 0); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, 0); // Enable the texture coordinate array for Texture 1 gl.glClientActiveTexture(GL10.GL_TEXTURE1); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, 0); gl.glClientActiveTexture(GL10.GL_TEXTURE0); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glHint(GL10.GL_LINE_SMOOTH_HINT, GL10.GL_NICEST); gl.glHint(GL10.GL_POLYGON_SMOOTH_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_LINE_SMOOTH); gl.glLineWidth(1.5f); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); // mMatrixValues and mAlpha will be initialized in setSize() }