List of usage examples for javax.microedition.khronos.opengles GL10 GL_SMOOTH
int GL_SMOOTH
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From source file:com.example.artest.SimpleRenderer.java
/** * Override the draw function from ARRenderer. *//*from w w w. j a v a2 s . c o 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);/*w w w .j a v 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"); }