Example usage for javax.microedition.khronos.opengles GL10 glEnable

List of usage examples for javax.microedition.khronos.opengles GL10 glEnable

Introduction

In this page you can find the example usage for javax.microedition.khronos.opengles GL10 glEnable.

Prototype

void glEnable(int cap);

Source Link

Usage

From source file:com.example.artest.SimpleRenderer.java

/**
 * Override the draw function from ARRenderer.
 *///from w w w  .j  a  v a 2  s . c  o m
@Override
public void draw(GL10 gl) {

    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

    // Apply the ARToolKit projection matrix
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glLoadMatrixf(ARToolKit.getInstance().getProjectionMatrix(), 0);

    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glShadeModel(GL10.GL_SMOOTH);
    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glFrontFace(GL10.GL_CW);

    // If the marker is visible, apply its transformation, and draw a cube
    for (int i = 0; i < markerIDs.length; i++) {
        if (ARToolKit.getInstance().queryMarkerVisible(markerIDs[i])) {
            gl.glMatrixMode(GL10.GL_MODELVIEW);
            gl.glLoadMatrixf(ARToolKit.getInstance().queryMarkerTransformation(markerIDs[i]), 0);
            cube[i].draw(gl);
            markerVisible[i] = true;
        } else {
            markerVisible[i] = false;
        }
    }
}

From source file:eu.sathra.SathraActivity.java

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    if (!mWasInitiated) {
        // Enable Smooth Shading, default not really needed.
        gl.glShadeModel(GL10.GL_SMOOTH);
        // Depth buffer setup.
        gl.glClearDepthf(1.0f);/*from w  w w .j ava2  s .co  m*/
        // Enables depth testing.
        gl.glEnable(GL10.GL_DEPTH_TEST);
        // The type of depth testing to do.
        gl.glDepthFunc(GL10.GL_LEQUAL);
        // Really nice perspective calculations.
        gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

        gl.glEnable(GL10.GL_DITHER);
        gl.glEnable(GL10.GL_MULTISAMPLE);
        gl.glEnable(GL10.GL_BLEND);
        gl.glDisable(GL10.GL_CULL_FACE);

        mLastDrawTimestamp = System.currentTimeMillis();
    }

    Log.debug("Surface created");
}