@Override protected void onDraw(Canvas canvas) { GL11 gl = (GL11) context.getGL(); int w = getWidth(); int h = getHeight(); context.waitNative(canvas, this); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glViewport(0, 0, w, h); GLU.gluPerspective(gl, 45.0f, ((float) w) / h, 1f, 100f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0, 0, 5, 0, 0, 0, 0, 1, 0); gl.glTranslatef(0, 0, -10); gl.glRotatef(30.0f, 1, 0, 0); // gl.glRotatef(40.0f, 0, 1, 0); gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertices[frame_ix]); gl.glNormalPointer(GL10.GL_FIXED, 0, normals); gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texCoords); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_NORMAL_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // gl.glColor4f(1,0,0,1); gl.glBindTexture(GL10.GL_TEXTURE_2D, tex); // gl.glBindTexture(GL10.GL_TEXTURE_2D, 0); gl.glDrawElements(GL10.GL_TRIANGLES, verts, GL10.GL_UNSIGNED_SHORT, indices); frame_ix = (frame_ix + 1) % m.getFrameCount(); context.waitGL(); }
public void clearBuffer() { mGL.glClear(GL10.GL_COLOR_BUFFER_BIT); }