Package javax.microedition.khronos.opengles

Examples of javax.microedition.khronos.opengles.GL11.glEnable()


        _transform.scale(1.5f);

        // Create the cube for "instanced" rendering
        _cube = new Cube(gl);

        gl.glEnable(GL10.GL_TEXTURE_2D);

        // Load the texture bitmap
        final Bitmap bitmap = Bitmap.getBitmapResource("BlackBerry.png");
        if (bitmap != null) {
            final int[] textureIds = new int[1];
View Full Code Here


        // Setup GL state
        gl.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
        gl.glDisable(GL10.GL_DITHER);
        gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
        gl.glEnable(GL10.GL_CULL_FACE);
        gl.glShadeModel(GL10.GL_SMOOTH);
        gl.glEnable(GL10.GL_DEPTH_TEST);

        initializeLights(gl);
    }
View Full Code Here

        gl.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
        gl.glDisable(GL10.GL_DITHER);
        gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
        gl.glEnable(GL10.GL_CULL_FACE);
        gl.glShadeModel(GL10.GL_SMOOTH);
        gl.glEnable(GL10.GL_DEPTH_TEST);

        initializeLights(gl);
    }

    /**
 
View Full Code Here

        _cube = new Cube();
        _cube.init(gl);

        // Initialize OpenGL state and load all OpenGL resources
        gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        gl.glEnable(GL10.GL_DEPTH_TEST);
        gl.glEnable(GL10.GL_CULL_FACE);
        gl.glEnable(GL10.GL_TEXTURE_2D);
        gl.glEnable(GL10.GL_LIGHTING);
        gl.glEnable(GL10.GL_LIGHT0);
View Full Code Here

        _cube.init(gl);

        // Initialize OpenGL state and load all OpenGL resources
        gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        gl.glEnable(GL10.GL_DEPTH_TEST);
        gl.glEnable(GL10.GL_CULL_FACE);
        gl.glEnable(GL10.GL_TEXTURE_2D);
        gl.glEnable(GL10.GL_LIGHTING);
        gl.glEnable(GL10.GL_LIGHT0);

        // The default light is white with direction (0, 0 ,-1)
View Full Code Here

        // Initialize OpenGL state and load all OpenGL resources
        gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        gl.glEnable(GL10.GL_DEPTH_TEST);
        gl.glEnable(GL10.GL_CULL_FACE);
        gl.glEnable(GL10.GL_TEXTURE_2D);
        gl.glEnable(GL10.GL_LIGHTING);
        gl.glEnable(GL10.GL_LIGHT0);

        // The default light is white with direction (0, 0 ,-1)
View Full Code Here

        // Initialize OpenGL state and load all OpenGL resources
        gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        gl.glEnable(GL10.GL_DEPTH_TEST);
        gl.glEnable(GL10.GL_CULL_FACE);
        gl.glEnable(GL10.GL_TEXTURE_2D);
        gl.glEnable(GL10.GL_LIGHTING);
        gl.glEnable(GL10.GL_LIGHT0);

        // The default light is white with direction (0, 0 ,-1)

        // Load texture
View Full Code Here

        gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        gl.glEnable(GL10.GL_DEPTH_TEST);
        gl.glEnable(GL10.GL_CULL_FACE);
        gl.glEnable(GL10.GL_TEXTURE_2D);
        gl.glEnable(GL10.GL_LIGHTING);
        gl.glEnable(GL10.GL_LIGHT0);

        // The default light is white with direction (0, 0 ,-1)

        // Load texture
        gl.glActiveTexture(GL10.GL_TEXTURE0);
View Full Code Here

TOP
Copyright © 2018 www.massapi.com. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.