public void onDrawFrame(GL10 gl)
            {
                // define the color we want to be displayed as the "clipping wall"
                gl.glClearColor(_red, _green, _blue, 1.0f);

                // reset the matrix - good to fix the rotation to a static angle
                gl.glLoadIdentity();

                // clear the color buffer to show the ClearColor we called above...
                gl.glClear(GL10_GL_COLOR_BUFFER_BIT);

                // draw the static triangle
                gl.glColor4f(0f, 0.5f, 0f, 0.5f);
                gl.glVertexPointer(3, GL10_GL_FLOAT, 0, _vertexBufferStatic);
                gl.glDrawElements(GL10_GL_TRIANGLES, _nrOfVertices, GL10_GL_UNSIGNED_SHORT, _indexBufferStatic);

                // set rotation for the non-static triangle
                gl.glRotatef(_angle, 0f, 1f, 0f);

                gl.glColor4f(0.5f, 0f, 0f, 0.5f);
                gl.glVertexPointer(3, GL10_GL_FLOAT, 0, _vertexBuffer);
                gl.glDrawElements(GL10_GL_TRIANGLES, _nrOfVertices, GL10_GL_UNSIGNED_SHORT, _indexBuffer);
            }
Пример #2
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            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);
                }
            }
Пример #3
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            public void onDrawFrame(GL10 gl)
            {
                // define the color we want to be displayed as the "clipping wall"
                gl.glClearColor(_red, _green, _blue, 1.0f);

                // clear the color buffer to show the ClearColor we called above...
                gl.glClear(GL10_GL_COLOR_BUFFER_BIT);


                // set rotation
                gl.glRotatef(_angle, 0f, 1f, 0f);


                // set the color of our element
                gl.glColor4f(0.5f, 0f, 0f, 0.5f);

                // define the vertices we want to draw
                gl.glVertexPointer(3, GL10_GL_FLOAT, 0, _vertexBuffer);

                // finally draw the vertices
                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);
                }
            }
            public void onDrawFrame(GL10 gl)
            {
                // define the color we want to be displayed as the "clipping wall"
                gl.glClearColor(_red, _green, _blue, 1.0f);

                // reset the matrix - good to fix the rotation to a static angle
                gl.glLoadIdentity();

                // clear the color buffer to show the ClearColor we called above...
                gl.glClear(GL10_GL_COLOR_BUFFER_BIT);

                // set rotation for the non-static triangle
                gl.glRotatef(_angle, 0f, 1f, 0f);

                gl.glColor4f(0.5f, 0f, 0f, 0.5f);
                gl.glVertexPointer(3, GL10_GL_FLOAT, 0, _vertexBuffer);
                gl.glDrawElements(GL10_GL_TRIANGLES, _nrOfVertices, GL10_GL_UNSIGNED_SHORT, _indexBuffer);

                // gl.glColor4f(0.5f, 0f, 0f, 0.5f);
                gl.glVertexPointer(3, GL10_GL_FLOAT, 0, _vertexBuffer);
                gl.glColorPointer(4, GL10_GL_FLOAT, 0, _colorBuffer);
                gl.glDrawElements(GL10_GL_TRIANGLES, _nrOfVertices, GL10_GL_UNSIGNED_SHORT, _indexBuffer);
            }
            public void onDrawFrame(GL10 gl)
            {
                // define the color we want to be displayed as the "clipping wall"
                gl.glClearColor(_red, _green, _blue, 1.0f);

                // clear the color buffer to show the ClearColor we called above...
                gl.glClear(GL10_GL_COLOR_BUFFER_BIT);


                // set rotation
                gl.glRotatef(_angle, 0f, 1f, 0f);


                // set the color of our element
                gl.glColor4f(0.5f, 0f, 0f, 0.5f);

                // define the vertices we want to draw
                gl.glVertexPointer(3, GL10_GL_FLOAT, 0, _vertexBuffer);

                // finally draw the vertices
                gl.glDrawElements(GL10_GL_TRIANGLES, _nrOfVertices, GL10_GL_UNSIGNED_SHORT, _indexBuffer);
            }