public void OnSurfaceCreated(IGL10 gl, Javax.Microedition.Khronos.Egl.EGLConfig config) { /* * By default, OpenGL enables features that improve quality * but reduce performance. One might want to tweak that * especially on software renderer. */ gl.GlDisable(GL10.GlDither); /* * Some one-time OpenGL initialization can be made here * probably based on features of this particular context */ gl.GlHint(GL10.GlPerspectiveCorrectionHint, GL10.GlFastest); if (mTranslucentBackground) { gl.GlClearColor(0, 0, 0, 0); } else { gl.GlClearColor(1, 1, 1, 1); } gl.GlEnable(GL10.GlCullFaceCapability); gl.GlShadeModel(GL10.GlSmooth); gl.GlEnable(GL10.GlDepthTest); }
public void OnSurfaceCreated(IGL10 gl, EGLConfig config) { /* * By default, OpenGL enables features that improve quality * but reduce performance. One might want to tweak that * especially on software renderer. */ gl.GlDisable(GL10.GlDither); /* * Some one-time OpenGL initialization can be made here * probably based on features of this particular context */ gl.GlHint(GL10.GlPerspectiveCorrectionHint, GL10.GlFastest); if (mTranslucentBackground) { gl.GlClearColor(0, 0, 0, 0); } else { gl.GlClearColor(1, 1, 1, 1); } // FIXME: Mono.Android.dll misses this constant. Filed as #3531. gl.GlEnable(2884); //GL10.GlCullFace); gl.GlShadeModel(GL10.GlSmooth); gl.GlEnable(GL10.GlDepthTest); }
public override void Present(float deltaTime) { IGL10 gl = _glGraphics.GL10; gl.GlViewport(0, 0, _glGraphics.Width, _glGraphics.Height); gl.GlClearColor(0, 0, 0, 1); gl.GlClear(GL10.GlColorBufferBit); gl.GlMatrixMode(GL10.GlProjection); gl.GlLoadIdentity(); gl.GlOrthof(0, 540, 0, 960, 1, -1); gl.GlEnable(GL10.GlTexture2d); gl.GlBlendFunc(GL10.GlSrcAlpha, GL10.GlOneMinusSrcAlpha); gl.GlEnable(GL10.GlBlend); gl.GlBindTexture(GL10.GlTexture2d, _textureId); gl.GlEnableClientState(GL10.GlVertexArray); gl.GlEnableClientState(GL10.GlTextureCoordArray); _vertices.Position(0); gl.GlVertexPointer(2, GL10.GlFloat, _vertexSize, _vertices); _vertices.Position(2); gl.GlTexCoordPointer(2, GL10.GlFloat, _vertexSize, _vertices); gl.GlDrawArrays(GL10.GlTriangles, 0, 3); //gl.GlDisableClientState(GL10.GlVertexArray); //gl.GlDisableClientState(GL10.GlTextureCoordArray); }
/** Called when the surface is created or recreated. * Reinitialize OpenGL related stuff here*/ public void OnSurfaceCreated(IGL10 gl, EGLConfig config) { gl.GlClearColor(1.0f, 1.0f, 1.0f, 1.0f); //Here we create the 3D object and initialize textures, shaders, etc. monkeyMesh = new Mesh(); monkeyMesh.InitMesh(context.Assets, "media/monkey.json", "media/texture.png"); }
public void OnSurfaceCreated(IGL10 gl, Javax.Microedition.Khronos.Egl.EGLConfig config) { gl.GlClearColor(0.0f, 0.0f, 0.0f, 0.5f); gl.GlClearDepthf(1.0f); gl.GlEnable(IGL10Constants.GL_DEPTH_TEST); gl.GlDepthFunc(IGL10Constants.GL_LEQUAL); gl.GlHint(IGL10Constants.GL_PERSPECTIVE_CORRECTION_HINT, IGL10Constants.GL_NICEST); }
public void OnSurfaceCreated(IGL10 gl, Javax.Microedition.Khronos.Egl.EGLConfig config) { gl.GlClearColor(0f, 0f, 0f, 1f); gl.GlShadeModel(GL10.GlSmooth); gl.GlHint(GL10.GlPerspectiveCorrectionHint, GL10.GlNicest); gl.GlHint(GL10.GlLineSmoothHint, GL10.GlNicest); gl.GlHint(GL10.GlPolygonSmoothHint, GL10.GlNicest); gl.GlEnable(GL10.GlLineSmooth); gl.GlDisable(GL10.GlDepthTest); gl.GlDisable(GL10.GlCullFaceCapability); mObserver.OnSurfaceCreated(); }
public void OnSurfaceChanged (IGL10 gl, int width, int height) { // Replace the current matrix with the identity matrix gl.GlMatrixMode (GL10.GlProjection); gl.GlLoadIdentity(); // OpenGL docs gl.GlOrthof (-2, 2, -2, 2, -1, 10); // Translates 4 units into the screen. gl.GlMatrixMode (GL10.GlModelview); //gl.GlTranslatef(0, 0, -4); // OpenGL docs gl.GlClearColor (255, 255, 255, 255); gl.GlClear(GL10.GlColorBufferBit | // OpenGL docs. GL10.GlDepthBufferBit); }
public void OnSurfaceChanged(IGL10 gl, int width, int height) { // Replace the current matrix with the identity matrix gl.GlMatrixMode(GL10.GlProjection); gl.GlLoadIdentity(); // OpenGL docs gl.GlOrthof(-2, 2, -2, 2, -1, 10); // Translates 4 units into the screen. gl.GlMatrixMode(GL10.GlModelview); //gl.GlTranslatef(0, 0, -4); // OpenGL docs gl.GlClearColor(255, 255, 255, 255); gl.GlClear(GL10.GlColorBufferBit | // OpenGL docs. GL10.GlDepthBufferBit); }
public override void Resume() { IGL10 gl = _glGraphics.GL10; gl.GlViewport(0, 0, _glGraphics.Width, _glGraphics.Height); gl.GlClearColor(0, 1, 0, 1); gl.GlMatrixMode(GL10.GlProjection); gl.GlLoadIdentity(); gl.GlOrthof(0, 540, 0, 960, 1, -1); gl.GlEnable(GL10.GlTexture2d); _texture.Reload(); //_texture.BindTexture (); }
public void OnSurfaceCreated(IGL10 gl, Javax.Microedition.Khronos.Egl.EGLConfig config) { // 关闭抗抖动 gl.GlDisable(GL10.GlDither); // 设置系统对透视进行修正 gl.GlHint(GL10.GlPerspectiveCorrectionHint, GL10.GlFastest); gl.GlClearColor(0, 0, 0, 0); // 设置阴影平滑模式 gl.GlShadeModel(GL10.GlSmooth); // 启用深度测试 gl.GlEnable(GL10.GlDepthTest); // 设置深度测试的类型 gl.GlDepthFunc(GL10.GlLequal); // 启用2D纹理贴图 gl.GlEnable(GL10.GlTexture2d); // 装载纹理 loadTexture(gl); }
/** Called when the surface is created or recreated. * Reinitialize OpenGL related stuff here*/ public void OnSurfaceCreated(IGL10 gl, EGLConfig config) { gl.GlClearColor(1.0f, 1.0f, 1.0f, 1.0f); //Here we create the 3D object and initialize textures, shaders, etc. monkeyMesh = new Mesh(); monkeyMeshYellow = new Mesh(); monkeyMeshBlue = new Mesh(); monkeyMeshRed = new Mesh(); monkeyMeshGray = new Mesh(); Task.Run(async() => { try { ((Activity)context).RunOnUiThread(() => { progressDialog = ProgressDialog.Show(context, "Loading textures", "The 3D template textures of this tutorial have not been loaded yet\n(this may take a while)", true); }); monkeyMesh.InitMesh(context.Assets, "media/monkey.json", "media/texture.png"); monkeyMeshYellow.InitMesh(context.Assets, "media/monkey.json", "media/texture.png"); monkeyMeshBlue.InitMesh(context.Assets, "media/monkey.json", "media/texture2.png"); monkeyMeshRed.InitMesh(context.Assets, "media/monkey.json", "media/texture3.png"); monkeyMeshGray.InitMesh(context.Assets, "media/monkey.json", "media/texturegray.png"); monkeyMesh = monkeyMeshGray; // Initially we want to display the gray monkey if (progressDialog != null) { progressDialog.Dismiss(); } } catch (System.OperationCanceledException ex) { Console.WriteLine("init failed: {ex.Message}"); } catch (Exception ex) { Console.WriteLine(ex.Message); } }); }
public void OnDrawFrame(IGL10 gl) { mObserver.OnDrawFrame(); gl.GlClearColor(Color.GetRedComponent(mBackgroundColor) / 255f, Color.GetGreenComponent(mBackgroundColor) / 255f, Color.GetBlueComponent(mBackgroundColor) / 255f, Color.GetAlphaComponent(mBackgroundColor) / 255f); gl.GlClear(GL10.GlColorBufferBit); gl.GlLoadIdentity(); if (USE_PERSPECTIVE_PROJECTION) { gl.GlTranslatef(0, 0, -6f); } for (int i = 0; i < mCurlMeshes.Count; ++i) { mCurlMeshes.ElementAt(i).OnDrawFrame(gl); } }
/** Called when the surface is created or recreated. * Reinitialize OpenGL related stuff here*/ public void OnSurfaceCreated(IGL10 gl, EGLConfig config) { gl.GlClearColor(1.0f, 1.0f, 1.0f, 1.0f); //Here we create the 3D object and initialize textures, shaders, etc. Task.Run(async() => { try { InitMeshes(); } catch (OperationCanceledException ex) { Console.WriteLine("init failed: {ex.Message}"); } catch (Exception ex) { Console.WriteLine(ex.Message); } }); }
/// <summary> /// Raises the draw frame event. /// </summary> /// <param name="gl">Gl.</param> public void OnDrawFrame(IGL10 gl) { lock (_triangles) { // Replace the current matrix with the identity matrix gl.GlMatrixMode(GL10.GlProjection); gl.GlLoadIdentity(); // OpenGL docs gl.GlOrthof(_left, _right, _bottom, _top, -1, 1); SimpleColor color = SimpleColor.FromKnownColor(KnownColor.White); gl.GlClearColor(color.R / 255f, color.G / 255f, color.B / 255f, color.A / 255f); gl.GlClear(GL10.GlColorBufferBit); for (int idx = 0; idx < _triangles.Count; idx++) { gl.GlVertexPointer(3, GL10.GlFloat, 0, _triangles[idx].Vertices); gl.GlEnableClientState(GL10.GlVertexArray); gl.GlColorPointer(4, GL10.GlUnsignedByte, 0, _triangles[idx].Colors); gl.GlEnableClientState(GL10.GlColorArray); gl.GlDrawArrays(GL10.GlTriangleStrip, 0, _triangles[idx].Count); } for (int idx = 0; idx < _lines.Count; idx++) { gl.GlVertexPointer(3, GL10.GlFloat, 0, _lines[idx].Vertices); gl.GlEnableClientState(GL10.GlVertexArray); color = new SimpleColor() { Value = _lines[idx].Color }; gl.GlColor4f(color.R / 255f, color.G / 255f, color.B / 255f, color.A / 255f); gl.GlLineWidth(_lines[idx].Width); gl.GlDrawArrays(GL10.GlLineStrip, 0, _lines[idx].Count); } } }
/** Called when the surface is created or recreated. * Reinitialize OpenGL related stuff here*/ public void OnSurfaceCreated(IGL10 gl, EGLConfig config) { gl.GlClearColor(1.0f, 1.0f, 1.0f, 1.0f); //Here we create the 3D object and initialize textures, shaders, etc. monkeyMesh = new Mesh(); videoMesh = new VideoMesh((Activity)context); Task.Run(async() => { try { ((Activity)context).RunOnUiThread(() => { progressDialog = ProgressDialog.Show(context, "Loading textures", "The 3D and video template textures of this tutorial have not been loaded yet", true); }); monkeyMesh.InitMesh(context.Assets, "media/monkey.json", "media/texture.png"); videoMesh.InitMesh(context.Assets, "media/pikkart_video.mp4", "media/pikkart_keyframe.png", 0, false, null); if (progressDialog != null) { progressDialog.Dismiss(); } } catch (System.OperationCanceledException ex) { Console.WriteLine("init failed: {ex.Message}"); } catch (Exception ex) { Console.WriteLine(ex.Message); } }); }
/** Called when the surface is created or recreated. * Reinitialize OpenGL related stuff here*/ public void OnSurfaceCreated(IGL10 gl, EGLConfig config) { gl.GlClearColor(1.0f, 1.0f, 1.0f, 1.0f); }
public void OnSurfaceCreated(IGL10 gl, Javax.Microedition.Khronos.Egl.EGLConfig config) { /* * By default, OpenGL enables features that improve quality * but reduce performance. One might want to tweak that * especially on software renderer. */ gl.GlDisable (GL10.GlDither); /* * Some one-time OpenGL initialization can be made here * probably based on features of this particular context */ gl.GlHint (GL10.GlPerspectiveCorrectionHint, GL10.GlFastest); if (mTranslucentBackground) gl.GlClearColor (0,0,0,0); else gl.GlClearColor (1,1,1,1); // FIXME: Mono.Android.dll misses this constant. Filed as #3531. gl.GlEnable(2884);//GL10.GlCullFace); gl.GlShadeModel(GL10.GlSmooth); gl.GlEnable(GL10.GlDepthTest); }
public void OnSurfaceCreated(IGL10 gl, Javax.Microedition.Khronos.Egl.EGLConfig config) { // Set the background frame color // ������Ӱƽ�� gl.GlShadeModel(GL10.GlSmooth); // ��ɫ���� gl.GlClearColor(0.5f, 0.6f, 0.6f, 1.0f); // ������Ȼ��� gl.GlClearDepthf(1.0f); // ������Ȳ��� gl.GlEnable(GL10.GlDepthTest); // ������Ȳ��Ե����� gl.GlDepthFunc(GL10.GlLequal); // ����ϵͳ���ӽ������� gl.GlHint(GL10.GlPerspectiveCorrectionHint, GL10.GlNicest); }