public void onSurfaceCreated(GL10 gl, EGLConfig config)
 {
     // preparation
     gl.glEnableClientState(GL10_GL_VERTEX_ARRAY);
     gl.glEnableClientState(GL10_GL_COLOR_ARRAY);
     initTriangle();
 }
Beispiel #2
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            public void onSurfaceCreated(GL10 gl, EGLConfig config)
            {
                gl.glMatrixMode(GL10_GL_PROJECTION);
                float size  = .01f * (float)java.lang.Math.tan(java.lang.Math.toRadians(45.0) / 2);
                float ratio = _width / _height;

                // perspective:
                gl.glFrustumf(-size, size, -size / ratio, size / ratio, 0.01f, 100.0f);
                // orthographic:
                //gl.glOrthof(-1, 1, -1 / ratio, 1 / ratio, 0.01f, 100.0f);
                gl.glViewport(0, 0, (int)_width, (int)_height);
                gl.glMatrixMode(GL10_GL_MODELVIEW);
                gl.glEnable(GL10_GL_DEPTH_TEST);

                // define the color we want to be displayed as the "clipping wall"
                gl.glClearColor(0f, 0f, 0f, 1.0f);

                // enable the differentiation of which side may be visible
                gl.glEnable(GL10_GL_CULL_FACE);
                // which is the front? the one which is drawn counter clockwise
                gl.glFrontFace(GL10_GL_CCW);
                // which one should NOT be drawn
                gl.glCullFace(GL10_GL_BACK);

                gl.glEnableClientState(GL10_GL_VERTEX_ARRAY);
                gl.glEnableClientState(GL10_GL_COLOR_ARRAY);

                initTriangle();
            }
 public void onSurfaceCreated(GL10 gl, EGLConfig config)
 {
     // preparation
     gl.glEnableClientState(GL10_GL_VERTEX_ARRAY);
     gl.glEnableClientState(GL10_GL_COLOR_ARRAY);
     initTriangle();
 }
Beispiel #4
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            public void onSurfaceCreated(GL10 gl, EGLConfig config)
            {
                // preparation
                // enable the differentiation of which side may be visible
                gl.glEnable(GL10_GL_CULL_FACE);
                // which is the front? the one which is drawn counter clockwise
                gl.glFrontFace(GL10_GL_CCW);
                // which one should NOT be drawn
                gl.glCullFace(GL10_GL_BACK);

                gl.glEnableClientState(GL10_GL_VERTEX_ARRAY);
                gl.glEnableClientState(GL10_GL_COLOR_ARRAY);

                initTriangle();
            }
            public void onSurfaceCreated(GL10 gl, EGLConfig config)
            {
                gl.glMatrixMode(GL10_GL_PROJECTION);
                float size = .01f * (float)java.lang.Math.tan(java.lang.Math.toRadians(45.0) / 2);
                float ratio = _width / _height;
                // perspective:
                gl.glFrustumf(-size, size, -size / ratio, size / ratio, 0.01f, 100.0f);
                // orthographic:
                //gl.glOrthof(-1, 1, -1 / ratio, 1 / ratio, 0.01f, 100.0f);
                gl.glViewport(0, 0, (int)_width, (int)_height);
                gl.glMatrixMode(GL10_GL_MODELVIEW);
                gl.glEnable(GL10_GL_DEPTH_TEST);

                // define the color we want to be displayed as the "clipping wall"
                gl.glClearColor(0f, 0f, 0f, 1.0f);

                // enable the differentiation of which side may be visible 
                gl.glEnable(GL10_GL_CULL_FACE);
                // which is the front? the one which is drawn counter clockwise
                gl.glFrontFace(GL10_GL_CCW);
                // which one should NOT be drawn
                gl.glCullFace(GL10_GL_BACK);

                gl.glEnableClientState(GL10_GL_VERTEX_ARRAY);
                gl.glEnableClientState(GL10_GL_COLOR_ARRAY);

                initTriangle();
            }
            public void onSurfaceCreated(GL10 gl, EGLConfig config)
            {
                // preparation
                // enable the differentiation of which side may be visible 
                gl.glEnable(GL10_GL_CULL_FACE);
                // which is the front? the one which is drawn counter clockwise
                gl.glFrontFace(GL10_GL_CCW);
                // which one should NOT be drawn
                gl.glCullFace(GL10_GL_BACK);

                gl.glEnableClientState(GL10_GL_VERTEX_ARRAY);
                gl.glEnableClientState(GL10_GL_COLOR_ARRAY);

                initTriangle();
            }