public void setTextureAlpha(float alpha) {
   if (mTextureAlpha == alpha) return;
   mTextureAlpha = alpha;
   if (alpha >= OPAQUE_ALPHA) {
     // The alpha is need for those texture without alpha channel
     mGL.glColor4f(1, 1, 1, 1);
     setTexEnvMode(GL11.GL_REPLACE);
   } else {
     mGL.glColor4f(alpha, alpha, alpha, alpha);
     setTexEnvMode(GL11.GL_MODULATE);
   }
 }
Beispiel #2
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  private void setAlphaValue(float alpha) {
    if (mLastAlpha == alpha) return;

    GL11 gl = mGL;
    mLastAlpha = alpha;
    if (alpha >= 0.95f) {
      gl.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_REPLACE);
    } else {
      gl.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);
      gl.glColor4f(alpha, alpha, alpha, alpha);
    }
  }
Beispiel #3
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 public void drawColor(int x, int y, int width, int height, int color) {
   float alpha = mTransformation.getAlpha();
   GL11 gl = mGL;
   if (mTexture2DEnabled) {
     // Set mLastAlpha to an invalid value, so that it will reset again
     // in setAlphaValue(float) later.
     mLastAlpha = -1.0f;
     gl.glDisable(GL11.GL_TEXTURE_2D);
     mTexture2DEnabled = false;
   }
   alpha /= 256.0f;
   gl.glColor4f(
       Color.red(color) * alpha,
       Color.green(color) * alpha,
       Color.blue(color) * alpha,
       Color.alpha(color) * alpha);
   drawRect(x, y, width, height);
 }