@Override
 public void onSurfaceCreated(GL10 gl, EGLConfig config) {
   // Set color's clear-value to black.
   gl.glClearColor(0f, 0f, 0f, 0f);
   // Set depth's clear-value to farthest.
   gl.glClearDepthf(1.0f);
   // Enables depth-buffer for hidden surface removal.
   gl.glEnable(GL10.GL_DEPTH_TEST);
   gl.glEnable(GL10.GL_BLEND);
   // The type of depth testing to do.
   gl.glDepthFunc(GL10.GL_LEQUAL);
   // Nice perspective view
   gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
   // Enable smooth shading of color.
   gl.glShadeModel(GL10.GL_SMOOTH);
   // Selects blending method.
   gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
   // Allows alpha channels or transperancy.
   gl.glEnable(GL10.GL_ALPHA_TEST);
   // Sets aplha function.
   gl.glAlphaFunc(GL10.GL_GREATER, 0.1f);
   // Enable texture.
   gl.glEnable(GL10.GL_TEXTURE_2D);
   // Load cube textures.
   photocube.loadTexture(gl);
 }
Ejemplo n.º 2
0
  @Override
  public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    gl.glClearDepthf(1.0f);
    gl.glEnable(GLES20.GL_DEPTH_TEST);
    gl.glDepthFunc(GLES20.GL_LEQUAL);
    gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
    gl.glShadeModel(GL10.GL_SMOOTH);
    gl.glDisable(GL10.GL_DITHER);

    textureCube.loadTexture(gl, context);
    gl.glEnable(GL10.GL_TEXTURE_2D);

    photoCube.loadTexture(gl);
    gl.glEnable(GL10.GL_TEXTURE_2D);

    gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, lightAmbient, 0);
    gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, lightDiffuse, 0);
    gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, lightPosition, 0);
    gl.glEnable(GL10.GL_LIGHT1);
    gl.glEnable(GL10.GL_LIGHT0);

    gl.glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
  }