@Override public void initialize(Context context, ProgramManager programManager) { lineShaderProgram = programManager.getProgram(ProgramManager.PROGRAM.LINE); textureDataHandler = TextureLoader.loadTexture(context, R.drawable.game209, GLES20.GL_LINEAR); GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D); int socketTextureDataHandler = TextureLoader.loadTexture(context, R.drawable.node_socket, GLES20.GL_LINEAR); GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D); mCorrectNodeTextureHandle = TextureLoader.loadTexture(context, R.drawable.game209, GLES20.GL_LINEAR); GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D); mWrongNodeTextureHandle = TextureLoader.loadTexture(context, R.drawable.game210, GLES20.GL_LINEAR); GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D); mNodeBatch = new SpriteBatch(SpriteBatch.COLORED_VERTEX_3D, textureDataHandler); mNodeBatch.setFiltered(true); mNodeBatch.initialize(context, programManager); mSocketBatch = new SpriteBatch(SpriteBatch.VERTEX_3D, socketTextureDataHandler); mSocketBatch.setFiltered(true); mSocketBatch.useDepthTest(false); mSocketBatch.initialize(context, programManager); mConnectionsBatch = new Line3DBatch(); mConnectionsBatch.initialize(context, programManager); mDottedBatch = new DottedLine3DBatch(0.7f, 0.8f); mDottedBatch.initialize(context, programManager); mSprite = new Sprite(Vector3f.getZero(), 2.0f, 2.0f); mSprite.setFiltered(true); mSprite.setTexture(textureDataHandler); mSprite.initialize(context, programManager); for (int i = 0; i < nodes.length; i++) { nodes[i].getSprite().setFiltered(true).initialize(context, programManager); } super.initialize(context, programManager); }
@Override public void release() { // TODO: FILL super.release(); }