public void onDrawFrame(GL10 gl) { // clear the color buffer and the depth buffer gl.glClear(GL10_GL_COLOR_BUFFER_BIT | GL10_GL_DEPTH_BUFFER_BIT); gl.glVertexPointer(3, GL10_GL_FLOAT, 0, _vertexBuffer); gl.glColorPointer(4, GL10_GL_FLOAT, 0, _colorBuffer); for (int i = 1; i <= 10; i++) { gl.glLoadIdentity(); gl.glTranslatef(0.0f, -1f, -1.0f + -1.5f * i); // set rotation gl.glRotatef(_xAngle, 1f, 0f, 0f); gl.glRotatef(_yAngle, 0f, 1f, 0f); gl.glDrawElements(GL10_GL_TRIANGLES, _nrOfVertices, GL10_GL_UNSIGNED_SHORT, _indexBuffer); } }
public void onDrawFrame(GL10 gl) { // clear the color buffer and the depth buffer gl.glClear(GL10_GL_COLOR_BUFFER_BIT | GL10_GL_DEPTH_BUFFER_BIT); gl.glVertexPointer(3, GL10_GL_FLOAT, 0, _vertexBuffer); gl.glColorPointer(4, GL10_GL_FLOAT, 0, _colorBuffer); for (int i = 1; i <= 10; i++) { gl.glLoadIdentity(); gl.glTranslatef(0.0f, -1f, -1.0f + -1.5f * i); // set rotation gl.glRotatef(_xAngle, 1f, 0f, 0f); gl.glRotatef(_yAngle, 0f, 1f, 0f); gl.glDrawElements(GL10_GL_TRIANGLES, _nrOfVertices, GL10_GL_UNSIGNED_SHORT, _indexBuffer); } }