public void setTextureAlpha(float alpha) { if (mTextureAlpha == alpha) return; mTextureAlpha = alpha; if (alpha >= OPAQUE_ALPHA) { // The alpha is need for those texture without alpha channel mGL.glColor4f(1, 1, 1, 1); setTexEnvMode(GL11.GL_REPLACE); } else { mGL.glColor4f(alpha, alpha, alpha, alpha); setTexEnvMode(GL11.GL_MODULATE); } }
public void setTextureAlpha(final float alpha) { if (mTextureAlpha == alpha) { return; } mTextureAlpha = alpha; if (alpha >= OPAQUE_ALPHA) { // The alpha is need for those texture without alpha channel mGL.glColor4f(1, 1, 1, 1); setTexEnvMode(GL10.GL_REPLACE); } else { mGL.glColor4f(alpha, alpha, alpha, alpha); setTexEnvMode(GL10.GL_MODULATE); } }
private void textureRect(final float x, final float y, final float width, final float height) { final GL11 gl = mGL; saveTransform(); translate(x, y); scale(width, height, 1); gl.glColor4f(1, 1, 1, 1); gl.glLoadMatrixf(mMatrixValues, 0); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, OFFSET_FILL_RECT, 4); restoreTransform(); }