goog gl

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Unity's screen drawing line

Using Unityengine;Using System.Collections;public class Drawrectangle:monobehaviour {Public Color rectcolor = Color.green;Private Material Rectmat = null;//Draw line material does not set the system will be the current material draw line results are not controllableUse this for initializationvoid Start () {Rectmat = new Material ("Shader \" lines/colored blended\ "{" +"Subshader {Pass {" +"Blend srcalpha Oneminussrcalpha" +"Zwrite off cull off Fog {Mode off}" +"Bindchannels {" +"Bind \" vertex\

Getting started with android 3D series

); requestwindowfeature (window. feature_no_title); // remove the title glsurfaceview glview = new glsurfaceview (this); // create a glsurfaceview mcuberenderer = new cuberenderer (); glview. setrenderer (mcuberenderer); setcontentview (glview );}} Next, we will create a cuberenderer that inherits the Renderer interface. Renderer is an interface dedicated to 3D rendering. To inherit from it, we need to overload the following methods: Public void ondrawframe (gl10

Webgl Chinese tutorial-Lesson 4-drawing real 3D graphics-Translation in foreign languages

. This is the difference from the previous lesson. Easy! But because we need to make more colors here and the triangle vertices also become more, we need to use initbuffers to process more vertices and colors. Therefore, apart from the above changes, we also need to add the following code in the buffer to adapt to changes: Gl. bindbuffer (GL. array_buffer, pyramidvertexpositionbuffer );

Android: GLSurfaceView: bitmap image and glViewport Adjustment

square; private GLBitmap glBitmap; private int width = 0; private int height = 0; private long frameSeq = 0; private int viewportOffset = 0; private int maxOffset = 400; public MyGLRenderer (Context context) {this. context = context; // square = new Square (); glBitmap = new GLBitmap () ;}@ Overridepublic void onSurfaceChanged (GL10 gl, int width, int height) {if (height = 0) {// Prevent A Divide By Zero Byheight = 1; // Making Height Equal One} this

Android OpenGL ES sphere

volatile float mLightY = 10f; public volatile float mLightZ = 10f; @ Overridepublic void onDrawFrame (GL10 gl) {// clear the screen and depth cache gl. glClear (GL10.GL _ COLOR_BUFFER_BIT | GL10.GL _ DEPTH_BUFFER_BIT); // reset the current model observation matrix gl. glLoa

Android-based OpenGL-draw triangles on GLSurfaceView and use projection and camera views

vertex coordinates to the floating point CacheTriangleVB. position (0); // read the first coordinate in the cache.}Public void draw (GL10 gl){Gl. glColor4f (0.64251875f, 0.76953125f, 0.22265625f, 0.0f); // you can specify the current color.Gl. glVertexPointer (3, GL10.GL _ FLOAT, 0, triangleVB); // set the vertexGl. glDrawArrays (GL10.

Android OpenGL ES basics: Draw triangles

geometric images. In Android, SurfaceView is generally used to draw 2D images, while GLSurfaceView is used to display 3D OpenGL views, and 3D images are rendered through the Renderer interface. Therefore, we first establish a class that implements the Renderer interface. The Code has a detailed note: [java] public class GLRender implements Renderer {private float rotateTri; private int one = 0x10000; // a vertex of the triangle private IntBuffer triggerBuffer = BufferUtil. fBuffer (new int [] {

WebGL Colors and Textures

shader and assign the color of the Texel to the element. 3.gl.createtexture () Create a texture object to store the texture image. 4.gl.deletetexture () Use Textur to delete a texture object. If you delete a texture object that has been deleted, no error will be made and no effect will occur. 5.gl.pixelstorei (pname, param) Handles the loaded image in the way specified by PName and Param. Parameters PName: Can be one of the following. Gl. UNPACK_FLIP

Hello, csgl

members in the main window class:Private Static thread thrdraw;Then define a private class member functionPrivate void opengl_start (){While (true){This. View. Refresh ();}}Add the following in the form_load method:Code, Start thread:Threadstart start = new threadstart (opengl_start );Thrdraw = new thread (start );Thrdraw. Start ();Exit the thread in the dispose method of the Main WindowThrdraw. Abort (); Create a class inherited from openglcontrol: myviewUsing csgl. OpenGL; Public class myv

Android game guidance (2. Basic game settings)

coordinate system. The general OpenGL program is the standard Cartesian coordinate system, that is, the lower left corner is the origin, X is horizontally right, and Y is vertically extended. Like the famous cocos2d engine, this method is used. I prefer another method of describing the origin in the upper left corner, so this set of coordinate system is used: The Renderer of glsurfaceview provides three interfaces: drawing when the size is changed during creation. The operations we take in the

OpenGL ES tutorial II: Create a polygon)

. Enable vertex Buffering Gl. glableclientstate (GL10.GL _ VERTEX_ARRAY); // OpenGLDocs. // Specifies the location and data format of an array of vertex // Coordinates to use when rendering. Specify the vertex position Gl. glVertexPointer (3, GL10.GL _ FLOAT, 0, vertexBuffer); // OpenGLDocs. When you are done with the

[WebGL Primer] 28, Texture parameters

rendered.How to set the texture parameters First of all, look at the texture parameter setting method, set the texture parameters using the Texparameteri function, this function through three parameters to set the texture parameters.It is important to note that the texture parameters set here are only for textures that are bound at this point in time, while other textures in WebGL are unaffected. Examples of use of >texparameteri Gl.texparameteri (GL

Multi-level processing of pictures in WebGL (FrameBuffer)

:// Create a framebuffer var fb = gl.createframebuffer (); // bind FB as the current window Gl.bindframebuffer (GL. FRAMEBUFFER,FB);In this way, we create a new buffer that can be drawn, and it is not displayed.But will that be all right? The idea is to render the texture after the shader rendering and hand it over to the next shader, when the method is introduced framebuffertexture2d Reference from "OpenGL ES Reference Pages about Framebuffert

SharpGL learning notes (6) cropping and transformation, sharpgl learning notes

using System. windows. forms; 9 using SharpGL; 10 11 namespace clipPlane 12 {13 14 public partial class SharpGLForm: Form 15 {16 17 public SharpGLForm () 18 {19 InitializeComponent (); 20} 21 22 private void openGLControl_OpenGL Draw (object sender, PaintEventArgs e) 23 {24 OpenGL gl = openGLControl. openGL; 25 gl. clear (OpenGL. GL_COLOR_BUFFER_BIT | OpenGL. GL_DEPTH_BUFFER_BIT); 26

WebGL use FBO to complete a complete example of cube texture (with demo source download) _javascript Tips

compute Gl-matrix.js). As with OpenGL, we want to initialize the usage environment and extract some of the global usage. The relevant code is as follows: Class var gl;//webglrenderingcontext var cubevbo;//cube buffer ID var spherevbo;//sphere vbo var sphereebo;//sphere ebo var cubetexid;//li Square Texture ID var fbobuffer;//frame cache object var glcubeprogram;//cube shader apply var glsphereprogra

Android OpenGL ES

, 18 );@ OverridePublic void ondrawframe (gl10 GL ){// Enable background color and deep CacheGl. glclear (gl10.gl _ color_buffer_bit | gl10.gl _ depth_buffer_bit ); Gl. glmatrixmode (gl10.gl _ modelview );Gl. glloadidentity ();/

[WebGL Primer] 18, drawing with index cache

) { //Generate Cache object var ibo = Gl.createbuffer (); Bind Cache Gl.bindbuffer (GL. Element_array_buffer, IBO); Writes data to the cache Gl.bufferdata (GL. Element_array_buffer, new Int16array (data), GL. Static_draw); Invalidates the cached binding Gl.bindbuffer (GL. Element_arr

OpenGL es1.1.12 Chapter 2 2.1

(Draft only, not sorted) Chapter 2 2 OpenGL ES running 2.1 Basic Principle of OpenGL ES OpenGL ES (later called "Gl") is only concerned with rendering in the frame cache (and Reading saved values from the frame cache ). In some cases, peripheral devices related to graphic hardware, such as the mouse and keyboard, are not supported. Programmers must rely on other mechanisms to obtain input information, such as khronos openkodeapi. The basic elements o

Variable Sequence Code of topological sorting

is not required for non-network graphs Struct EdgeNode * next; // link field, pointing to the next adjacent point } EdgeNode; Typedef struct VertexNode {// vertex table Node VertexType data; // vertex domain, storing vertex Information Int in; // stores the number of vertex inputs. EdgeNode * firstEdge; // edge header pointer } VertexNode; Typedef struct Edge {// Number of Edge Sets Int u, v; // arc tail and arc H

OpenGL used on Android

Public class glsurfaceviewactivity extends activity {Private myglsurfaceview mglsurfaceview;/** Called when the activity is first created .*/@ OverridePublic void oncreate (bundle savedinstancestate ){Super. oncreate (savedinstancestate );Mglsurfaceview = new myglsurfaceview (this );Setcontentview (mglsurfaceview );// Setcontentview (R. layout. Main );}}Public class myglsurfaceview extends glsurfaceview {Private myglrenderer mrender;Public myglsurfaceview (context ){Super (context );// Todo auto

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