public void OnSurfaceChanged(IGL10 gl, int width, int height) { // 设置3D视窗的大小及位置 gl.GlViewport(0, 0, width, height); // 将当前矩阵模式设为投影矩阵 gl.GlMatrixMode(GL10.GlProjection); // 初始化单位矩阵 gl.GlLoadIdentity(); // 计算透视视窗的宽度、高度比 float ratio = (float)width / height; // 调用此方法设置透视视窗的空间大小。 gl.GlFrustumf(-ratio, ratio, -1, 1, 1, 10); }
public void OnSurfaceChanged (IGL10 gl, int width, int height) { gl.GlViewport (0, 0, width, height); /* * Set our projection matrix. This doesn't have to be done * each time we draw, but usually a new projection needs to * be set when the viewport is resized. */ float ratio = (float) width / height; gl.GlMatrixMode (GL10.GlProjection); gl.GlLoadIdentity (); gl.GlFrustumf (-ratio, ratio, -1, 1, 1, 10); }
public void OnSurfaceChanged(IGL10 gl, int width, int height) { gl.GlViewport(0, 0, width, height); /* * Set our projection matrix. This doesn't have to be done * each time we draw, but usually a new projection needs to * be set when the viewport is resized. */ float ratio = (float)width / height; gl.GlMatrixMode(GL10.GlProjection); gl.GlLoadIdentity(); gl.GlFrustumf(-ratio, ratio, -1, 1, 1, 10); }