public void setSize(int width, int height) { Utils.assertTrue(width >= 0 && height >= 0); if (mTargetTexture == null) { mScreenWidth = width; mScreenHeight = height; } mAlpha = 1.0f; GL11 gl = mGL; gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL11.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluOrtho2D(gl, 0, width, 0, height); gl.glMatrixMode(GL11.GL_MODELVIEW); gl.glLoadIdentity(); float matrix[] = mMatrixValues; Matrix.setIdentityM(matrix, 0); // to match the graphic coordinate system in android, we flip it vertically. if (mTargetTexture == null) { Matrix.translateM(matrix, 0, 0, height, 0); Matrix.scaleM(matrix, 0, 1, -1, 1); } }
public void onSurfaceChanged(GL10 gl, int width, int height) { if (height == 0) { height = 1; } gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); // GLU.gluPerspective(gl, 45.0f, (float)width / (float)height, 0.1f, 100.0f); GLU.gluOrtho2D(gl, 0, (float) width, -(float) height, 0); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); }
// This is a GLSurfaceView.Renderer callback public void onSurfaceChanged(GL10 gl1, int width, int height) { Log.v(TAG, "onSurfaceChanged: " + width + "x" + height + ", gl10: " + gl1.toString()); GL11 gl = (GL11) gl1; mGL = gl; gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL11.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluOrtho2D(gl, 0, width, 0, height); Matrix matrix = mTransformation.getMatrix(); matrix.reset(); matrix.preTranslate(0, getHeight()); matrix.preScale(1, -1); }
/** * Handle changes such as orientation changes. This also happens when the surface is created. <br> * <br> * This method will set the background color, set the viewport, remove perspective. */ @Override public void onSurfaceChanged(GL10 gl, int width, int height) { if (height == 0) { // Prevent A Divide By Zero By height = 1; // Making Height Equal One } camwidth = width; camheight = height; gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); // Select The Projection Matrix gl.glLoadIdentity(); // Reset The Projection Matrix GLU.gluOrtho2D(gl, 0, width, 0, height); // Use orthogonic view. No perspective. gl.glMatrixMode(GL10.GL_MODELVIEW); // Select The Modelview Matrix gl.glLoadIdentity(); }
@Override public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); mViewportWidth = width; mViewportHeight = height; float ratio = (float) width / height; mViewRect.top = 1.0f; mViewRect.bottom = -1.0f; mViewRect.left = -ratio; mViewRect.right = ratio; setViewMode(mViewMode); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluOrtho2D(gl, mViewRect.left, mViewRect.right, mViewRect.bottom, mViewRect.top); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); }
@Override public void onDrawFrame(GL10 gl) { if (busy) { return; } gl.glClearColor(1.0f, 1.0f, 0.2f, 0.0f); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); // GLU.gluOrtho2D(gl, 0.0f,1.3f,0.0f,1.0f); GLU.gluOrtho2D(gl, 0.0f, 320.0f, 480.0f, 0.0f); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glShadeModel(GL10.GL_SMOOTH); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glColor4f(0.25f, 0.25f, 0.75f, 1.0f); // gl.glTranslatef(0f, 1f, 0.0f); // gl.glScalef(1.0f/320, -1.0f/480, 0.001f); // gl.glRotatef(0, 0, 1, 0); Log.e("navit", "flb_len " + flb_len); for (int i = 0; i < flb_len; i++) { if (flb[i] != null) { gl.glVertexPointer(3, GL10.GL_FLOAT, 0, flb[i]); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_LINE_STRIP, 0, flb[i].capacity() / 3); } } // FloatBuffer buf=makeFloatBuffer(square); // gl.glVertexPointer(3, GL10.GL_FLOAT, 0, buf); // gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); // Log.e("navit", "capacity "+buf.capacity()); // gl.glDrawArrays(GL10.GL_LINE_STRIP, 0, buf.capacity()/3); }
@Override public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); mViewportWidth = width; mViewportHeight = height; float ratio = (float) width / height; mViewRect.top = 1.0f; mViewRect.bottom = -1.0f; mViewRect.left = -ratio; mViewRect.right = ratio; updatePageRects(); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); if (USE_PERSPECTIVE_PROJECTION) { GLU.gluPerspective(gl, 20f, (float) width / height, .1f, 100f); } else { GLU.gluOrtho2D(gl, mViewRect.left, mViewRect.right, mViewRect.bottom, mViewRect.top); } gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); }