);setContentView(mGLView);}@Overridepublic boolean onCreateOptionsMenu(Menu menu) {getMenuInflater().inflate(R.menu.activity_open_gl, menu);return true;}@Overrideprotected 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();}@Overrideprotected void onResume() {super.onResu
Android + NDK + CDT + eclipse + OPenGL ES compilation and native debugging, androidndk
Environment:
NDK version r8, eclipse and Android is the adt-bundle-windows-x86 package version is more convenient,
I. NDK Compilation
1. Source Code
NDK examples directory has the source code of the Hello-GL2, you can use it first.
2. Import the sample project to eclipse
3. Com
(vertices); // Add vertexbuffer data. position (0); // you can specify the starting position of the buffer.
Byteorder. nativeorder () is used to obtain the byte sequence of the local machine. OpenGL ES has functions used to operate graphics rendering pipelines. By default, these functions are disabled. To enable and disable these functions, you can use glenablec
. Learn about 2D. Let's take a look at the 3D drawing method. 3D drawing SDK is very simple. It just introduces a general method, that is, inheriting a View, and then obtaining the Opengl handle in this View for drawing, it should be the same as 2D. The difference is that 2D APIs are used for drawing, and 3D is used for drawing. However, because 3D openGl | ES ha
tablet size (1024x768) or any other device with the same screen, we can use software simulation to scale, but it will be slow and intolerable. To scale in a hybrid mode, you need to create an OpenGL ES texture and render the image (320x240) to the GL quadrilateral.Textures are scaled to the appropriate display size (1024x768) through hardware, significantly improving game performance.From the implementatio
running in a thread that is independent of the main threads, you must declare the parameter to be volatile:
Public
class Myglrenderer implements Glsurfaceview.renderer {...public volatile float mAngle;public float Getangle () {return mAngle;}public void Setangle (float angle) {MAngle = angle;}}
3. Application angleTo apply the angle generated by the touch input, comment out the code that generated the dispatch and add the mangle generated by the touch input:
public voi
ture_half_float_linearGl_oes_texture_npotGl_oes_vertex_half_floatGl_oes_vertex_type_10_10_10_2
Gl_ext_texture_compression_dxt1Gl_ext_texture_compression_s3tcGl_nv_log_texturesGl_oes_compressed_paletted_textureGl_oes_element_index_uintGl_oes_framebuffer_objectGl_oes_mapbufferGl_oes_rgb8_rgba8Gl_oes_shader_sourceGl_oes_stencil8Gl_oes_texture_half_float
Features
AMD: The old simulator has been sold to Qualcomm along with AMD's handheld device business. This simulator is basically quite regu
In fact, the main purpose of my personal study of Android is to learn how to develop 3D effects on this platform. So let's start with the topic.
OpenGL ES (OpenGL for Embedded Systems) is a subset of OpenGL 3D graphics APIs. It is designed for Embedded devices such as mobile phones, PDAs, and game hosts.This API was d
Previously wrote a regular screen: http://blog.csdn.net/hitwhylz/article/details/17189351But finding this way is useless for OpenGL. The data obtained is empty.So here are the next OpenGL ES screens.1. Initialize.Caeagllayer *eagllayer = (Caeagllayer *) Self.layer; Eagllayer.drawableproperties = @{ keagldrawablepropertyretainedbacking: [NSNumber Numberwithb
However, this method is useless for OpenGL. The retrieved data is empty.
So here we will introduce the OpenGL ES screen.
1. initialization.
CAEAGLLayer *eaglLayer = (CAEAGLLayer *) self.layer; eaglLayer.drawableProperties = @{ kEAGLDrawablePropertyRetainedBacking: [NSNumber numberWithBool:YES], kEAGLDrawablePropertyColorFormat: kEAGLColorFormatRGBA8
OpenGL ES 08-do not use the mix color of mr. Bucket 1
Please note: I am not very satisfied with the status when I write this tutorial, so please do not care if you have any questions. If something goes wrong, don't worry. I will continue to explain it in section 2nd.
Who is mr. Bucket? That's my kitchen mixer! (In English, mixer and mixed colors are the same.) Of course we are not talking about my kitchen m
Previously wrote a regular screen: http://blog.csdn.net/hitwhylz/article/details/17189351But found that this method is useless for OpenGL. The data obtained is empty.So here are the next OpenGL ES screens.1. Initialize.Caeagllayer *eagllayer = (Caeagllayer *) Self.layer; Eagllayer.drawableproperties = @{ keagldrawablepropertyretainedbacking: [NSNumber Numbe
OpenGL ES 2.0 VBO and rendering
1.VBO Initialization1) glgenbuffers () generates Bufferid 2) Glbindbuffer () operates it, the parameter is Vbo Bufferid 3) glbufferdata () specifies the data and usage inside
When you want to use this VBO then Glbindbuffer () its bufferid, which generally put vertex data (including the model of XYZ and texture coordinates UV), in
'd like to tell you that people use cameras to observe things in 3D, although OpenGL does not actually have a camera. So when you move on the screen, you are actually moving all objects, and the feeling of motion is not caused by the creation of a camera to watch movies, instead, all objects in the world are moved with the relative coordinates (0, 0.
It sounds l
Recently, I came up with an idea on Android: how to use OpenGL ES to draw a 3D image in the background, and then save the drawn image as a bitmap format... After several days of thinking, I tried a variety of methods, but none of them worked. At first I tried the glsurfaceview method, but this would lead to a connection between my activity and the rendered stuff, the result I want is that in any case, my ma
. OpenGL ES is custom-tailored from OpenGL, removing many of the non-essential features such as glbegin/glend, quads (gl_quads), polygons (gl_polygons), and more. There are currently two versions, and OpenGL ES 1.1 is based on the OpenGL
OpenGL ES provides two methods to draw a space ry:Public abstract void gldrawarrays (INT mode, int first, int count) is drawn using vetexbuffer. The order of vertices is specified by the order in vertexbuffer.Public abstract void gldrawelements (INT mode, int count, int type, buffer indices), you can redefine the vertex sequence, which is specified by indices buffer.Mode indicates the vertices mode describe
Introduction to the development framework see: One of Opengl ES NDK Instance development: building a development frameworkThis chapter draws a rotated texture pyramid based on the sixth chapter (six: Texture mapping) of the Opengl ES 1.x NDK instance development, with the same principle as texture mapping, and it is im
first plane:
GlTexCoordPointer (2, GL_SHORT, 0, squareTextureCoords );GlEnableClientState (GL_TEXTURE_COORD_ARRAY );
This is very simple. Do not delete the color Processing Section. Check the new generation result;
Hey, it's like magic. A texture-mapped 3d object rotates in a 3d space.
A concept in texture ing imagesIn the previous tutorial, I forgot to explain this concept. Although I suggest you use your
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