public /* override */ void OnSurfaceCreated(GL10 pGL, EGLConfig pConfig)
            {
                Debug.D("onSurfaceCreated");
                GLHelper.Reset(pGL);

                GLHelper.SetPerspectiveCorrectionHintFastest(pGL);
                //			pGL.glEnable(GL10.GL_POLYGON_SMOOTH);
                //			pGL.glHint(GL10.GL_POLYGON_SMOOTH_HINT, GL10.GL_NICEST);
                //			pGL.glEnable(GL10.GL_LINE_SMOOTH);
                //			pGL.glHint(GL10.GL_LINE_SMOOTH_HINT, GL10.GL_NICEST);
                //			pGL.glEnable(GL10.GL_POINT_SMOOTH);
                //			pGL.glHint(GL10.GL_POINT_SMOOTH_HINT, GL10.GL_NICEST);

                GLHelper.SetShadeModelFlat(pGL);

                GLHelper.DisableLightning(pGL);
                GLHelper.DisableDither(pGL);
                GLHelper.DisableDepthTest(pGL);
                GLHelper.DisableMultisample(pGL);

                GLHelper.EnableBlend(pGL);
                GLHelper.EnableTextures(pGL);
                GLHelper.EnableTexCoordArray(pGL);
                GLHelper.EnableVertexArray(pGL);

                GLHelper.EnableCulling(pGL);
                pGL.GlFrontFace(GL10Consts.GlCcw);
                pGL.GlCullFace(GL10Consts.GlBack);

                // GLHelper.EnableExtensions(pGL, this.mEngine.getEngineOptions().getRenderOptions());
                GLHelper.EnableExtensions(pGL, this.mEngine.EngineOptions.RenderOptions);
            }
Example #2
0
        public void UnloadFromHardware(GL10 pGL)
        {
            GLHelper.EnableTextures(pGL);

            this.DeleteTextureOnHardware(pGL);

            this.mHardwareTextureID = -1;

            this.mLoadedToHardware = false;

            if (this.mTextureStateListener != null)
            {
                this.mTextureStateListener.OnUnloadedFromHardware(this);
            }
        }
Example #3
0
        public void LoadToHardware(GL10 pGL)
        {
            GLHelper.EnableTextures(pGL);

            this.mHardwareTextureID = Texture.GenerateHardwareTextureID(pGL);

            this.AllocateAndBindTextureOnHardware(pGL);

            this.ApplyTextureOptions(pGL);

            this.WriteTextureToHardware(pGL);

            this.mUpdateOnHardwareNeeded = false;
            this.mLoadedToHardware       = true;

            if (this.mTextureStateListener != null)
            {
                this.mTextureStateListener.OnLoadedToHardware(this);
            }
        }
Example #4
0
 protected override void OnInitDraw(GL10 pGL)
 {
     base.OnInitDraw(pGL);
     GLHelper.EnableTextures(pGL);
     GLHelper.EnableTexCoordArray(pGL);
 }