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The source code is released under:
MIT License
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package com.brandonlight.gles2demos; //from w w w .j ava 2s . com import android.app.Activity; import android.content.Context; import android.hardware.SensorManager; import android.os.Bundle; import android.opengl.*; import android.hardware.*; import java.util.*; public class GLES2DemosActivitity extends Activity { /** Called when the activity is first created. */ GLSurfaceView mGLView; SensorManager mSensorManager; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mGLView = new ParticleTestView(this); //mGLView = new TriColorVertView(this); setContentView(mGLView); //R.layout.main); mSensorManager = (SensorManager) getSystemService(Context.SENSOR_SERVICE); List<Sensor> sensors = mSensorManager.getSensorList(Sensor.TYPE_ALL); for (int i = 0; i < sensors.size(); ++i) { android.util.Log.i("gldemos", "Sensor Name: " + sensors.get(i).getName() + " Vendor:" + sensors.get(i).getVendor()); } } @Override protected void onPause() { super.onPause(); // The following call pauses the rendering thread. // If your OpenGL application is memory intensive, // you should consider de-allocating objects that // consume significant memory here. mGLView.onPause(); } @Override protected void onResume() { super.onResume(); // The following call resumes a paused rendering thread. // If you de-allocated graphic objects for onPause() // this is a good place to re-allocate them. mGLView.onResume(); } }