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

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

Introduction

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

Prototype

int GL_DITHER

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

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Usage

From source file:com.wlanjie.streaming.camera.CameraView.java

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    GLES20.glDisable(GL10.GL_DITHER);
    GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);

    HandlerThread thread = new HandlerThread("glDraw");
    thread.start();//  w  w w  . j  a va2  s .  co m
    mHandler = new Handler(thread.getLooper()) {

        @Override
        public void handleMessage(Message msg) {
            super.handleMessage(msg);
            IntBuffer buffer = mEglCore.getRgbaBuffer();
            mFrameBuffer.asIntBuffer().put(buffer.array());
            if (mCallback != null) {
                mCallback.onPreviewFrame(CameraView.this, mFrameBuffer.array());
            }
        }
    };

    mEglCore = new EglCore(getResources());
    mEglCore.init();

    mSurfaceTexture.setOnFrameAvailableListener(new SurfaceTexture.OnFrameAvailableListener() {
        @Override
        public void onFrameAvailable(SurfaceTexture surfaceTexture) {
            mGLSurfaceView.requestRender();
        }
    });
}

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   w w w.  ja v  a2 s  . c  o m*/
        // 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");
}