@Override public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); if (lightingEnabled) { gl.glEnable(GL10.GL_LIGHTING); } else { gl.glDisable(GL10.GL_LIGHTING); } if (blendingEnabled) { gl.glEnable(GL10.GL_BLEND); gl.glDisable(GL10.GL_DEPTH_TEST); } else { gl.glDisable(GL10.GL_BLEND); gl.glEnable(GL10.GL_DEPTH_TEST); } gl.glLoadIdentity(); gl.glTranslatef(-1.5f, 0.0f, 0.0f); gl.glScalef(0.8f, 0.8f, 0.8f); // gl.glRotatef(anglePyramid, 1.0f, 1.0f, 1.0f); // triangle.draw(gl); // pyramid.draw(gl); gl.glTranslatef(0.0f, 0.0f, z); gl.glRotatef(angleX, 1.0f, 0.0f, 0.0f); gl.glRotatef(angleY, 0.0f, 1.0f, 0.0f); photoCube.draw(gl); angleX += speedX; angleY += speedY; gl.glLoadIdentity(); gl.glTranslatef(1.5f, 0.0f, -6.0f); // gl.glRotatef(angleSquare, 1.0f, 0.0f, 0.0f); gl.glTranslatef(3.0f, 0.0f, 0.0f); // square.draw(gl); // gl.glScalef(0.8f, 0.8f, 0.8f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); gl.glTranslatef(0.0f, 0.0f, z); gl.glRotatef(angleX, 1.0f, 0.0f, 0.0f); gl.glRotatef(angleY, 0.0f, 1.0f, 0.0f); textureCube.draw(gl, currentTextureFilter); angleX += speedX; angleY += speedY; anglePyramid += speedPyramid; angleCube += speedCube; // angleTriangle += speedTriangle; // angleSquare += speedSquare; }
@Override public void onDrawFrame(GL10 gl) { // Clear color and depth buffers using clear-value set earlier. gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); // Reset the model-view matrix. gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); // Translate into the screen depending on scale. gl.glTranslatef(0.0f, 0.0f, dragControl.getCurrentScale()); // Rotate depending on touch rotation. gl.glMultMatrixf(dragControl.currentRotation().toMatrix(), 0); // Draw the cube. photocube.draw(gl); }