public void thing() { glFrontFace(GL_CW); glCullFace(GL_BACK); glEnable(GL_TEXTURE_2D); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glActiveTexture(GL_TEXTURE0); GL11.glViewport(0, 0, window.getCanvas().getWidth(), window.getCanvas().getHeight()); scene.init(this); // these variables are here purely for ease of reading // i could just pass in the lastTime and time into update. // delta is necessary to not see any Jumps if the framerates gets lower(if you have a framerate // of 60 and do something like move(5) it will move 5 units 60 times per seconds // while if you have 30 fps it would only update 30 times per second so if you do move(5 * // delta) it doesnt matter what fps you have the object will move the same distance; float lastTime = (float) System.nanoTime() / (float) 1000000000L; float delta = 0; while (running) { float time = (float) System.nanoTime() / (float) 1000000000L; delta = time - lastTime; update(delta); delta = 0; render(); lastTime = time; } destroy(); }
public void onSurfaceCreated(GL10 $gl, EGLConfig eglConfig) { Log.i(Min3d.TAG, "Renderer.onSurfaceCreated()"); RenderCaps.setRenderCaps($gl); setGl($gl); reset(); _scene.init(); }
public void add(int index, Scene scene) { super.add(index, scene); if (scene.objects == null) scene.init(); }
public void setScene(Scene s) { if (scene != null) scene.dispose(); scene = s; scene.pixels = pixels; if (scene != null) scene.init(); }
public boolean add(Scene scene) { boolean ret = super.add(scene); if (scene.objects == null) scene.init(); return ret; }