Example usage for javax.microedition.khronos.opengles GL10 GL_DEPTH_TEST

List of usage examples for javax.microedition.khronos.opengles GL10 GL_DEPTH_TEST

Introduction

In this page you can find the example usage for javax.microedition.khronos.opengles GL10 GL_DEPTH_TEST.

Prototype

int GL_DEPTH_TEST

To view the source code for javax.microedition.khronos.opengles GL10 GL_DEPTH_TEST.

Click Source Link

Usage

From source file:com.example.artest.SimpleRenderer.java

/**
 * Override the draw function from ARRenderer.
 *//*from   w w  w  .java2 s . co  m*/
@Override
public void draw(GL10 gl) {

    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

    // Apply the ARToolKit projection matrix
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glLoadMatrixf(ARToolKit.getInstance().getProjectionMatrix(), 0);

    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glShadeModel(GL10.GL_SMOOTH);
    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glFrontFace(GL10.GL_CW);

    // If the marker is visible, apply its transformation, and draw a cube
    for (int i = 0; i < markerIDs.length; i++) {
        if (ARToolKit.getInstance().queryMarkerVisible(markerIDs[i])) {
            gl.glMatrixMode(GL10.GL_MODELVIEW);
            gl.glLoadMatrixf(ARToolKit.getInstance().queryMarkerTransformation(markerIDs[i]), 0);
            cube[i].draw(gl);
            markerVisible[i] = true;
        } else {
            markerVisible[i] = false;
        }
    }
}

From source file:eu.sathra.SathraActivity.java

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    if (!mWasInitiated) {
        // Enable Smooth Shading, default not really needed.
        gl.glShadeModel(GL10.GL_SMOOTH);
        // Depth buffer setup.
        gl.glClearDepthf(1.0f);//from ww w .  jav  a2s . c  om
        // Enables depth testing.
        gl.glEnable(GL10.GL_DEPTH_TEST);
        // The type of depth testing to do.
        gl.glDepthFunc(GL10.GL_LEQUAL);
        // Really nice perspective calculations.
        gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

        gl.glEnable(GL10.GL_DITHER);
        gl.glEnable(GL10.GL_MULTISAMPLE);
        gl.glEnable(GL10.GL_BLEND);
        gl.glDisable(GL10.GL_CULL_FACE);

        mLastDrawTimestamp = System.currentTimeMillis();
    }

    Log.debug("Surface created");
}