ManagedTest.java :  » Game » libgdx » com » badlogic » gdx » tests » Android Open Source

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libgdx » com » badlogic » gdx » tests » ManagedTest.java
/*
 * Copyright 2010 Mario Zechner (contact@badlogicgames.com), Nathan Sweet (admin@esotericsoftware.com)
 * 
 * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the
 * License. You may obtain a copy of the License at
 * 
 * http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS"
 * BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language
 * governing permissions and limitations under the License.
 */

package com.badlogic.gdx.tests;

import com.badlogic.gdx.Files.FileType;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.Mesh;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.Texture.TextureWrap;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.tests.utils.GdxTest;

public class ManagedTest extends GdxTest {
  Mesh mesh;
  Texture texture;

  @Override public void create () {
    mesh = new Mesh(true, 4, 4, new VertexAttribute(Usage.Position, 2, "a_position"), new VertexAttribute(
      Usage.TextureCoordinates, 2, "a_texCoord"));
    mesh.setVertices(new float[] {-0.5f, -0.5f, 0, 0, 0.5f, -0.5f, 1, 0, 0.5f, 0.5f, 1, 1, -0.5f, 0.5f, 0, 1});
    mesh.setIndices(new short[] {0, 1, 2, 3});

    texture = new Texture(Gdx.files.internal("data/badlogic.jpg"), true);
    texture.setFilter(TextureFilter.MipMap, TextureFilter.Linear);    
  }

  @Override public void render () {
    GL10 gl = Gdx.graphics.getGL10();
    gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    gl.glClearColor(0.7f, 0.7f, 0.7f, 1);
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

    gl.glEnable(GL10.GL_TEXTURE_2D);
    texture.bind();
    mesh.render(GL10.GL_TRIANGLE_FAN);
  }

  @Override public boolean needsGL20 () {
    return false;
  }

}
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