本文整理汇总了Java中org.andengine.engine.options.RenderOptions类的典型用法代码示例。如果您正苦于以下问题:Java RenderOptions类的具体用法?Java RenderOptions怎么用?Java RenderOptions使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
RenderOptions类属于org.andengine.engine.options包,在下文中一共展示了RenderOptions类的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Java代码示例。
示例1: onSurfaceCreated
import org.andengine.engine.options.RenderOptions; //导入依赖的package包/类
@Override
public void onSurfaceCreated(final GL10 pGL, final EGLConfig pEGLConfig) {
synchronized(GLState.class) {
final RenderOptions renderOptions = this.mEngine.getEngineOptions().getRenderOptions();
this.mGLState.reset(renderOptions, this.mConfigChooser, pEGLConfig);
// TODO Check if available and make available through EngineOptions-RenderOptions
// GLES20.glEnable(GLES20.GL_POLYGON_SMOOTH);
// GLES20.glHint(GLES20.GL_POLYGON_SMOOTH_HINT, GLES20.GL_NICEST);
// GLES20.glEnable(GLES20.GL_LINE_SMOOTH);
// GLES20.glHint(GLES20.GL_LINE_SMOOTH_HINT, GLES20.GL_NICEST);
// GLES20.glEnable(GLES20.GL_POINT_SMOOTH);
// GLES20.glHint(GLES20.GL_POINT_SMOOTH_HINT, GLES20.GL_NICEST);
this.mGLState.disableDepthTest();
this.mGLState.enableBlend();
this.mGLState.setDitherEnabled(renderOptions.isDithering());
/* Enabling culling doesn't really make sense, because triangles are never drawn 'backwards' on purpose. */
// this.mGLState.enableCulling();
// GLES20.glFrontFace(GLES20.GL_CCW);
// GLES20.glCullFace(GLES20.GL_BACK);
if (this.mRendererListener != null) {
this.mRendererListener.onSurfaceCreated(this.mGLState);
}
}
}
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:29,代码来源:EngineRenderer.java
示例2: onSurfaceCreated
import org.andengine.engine.options.RenderOptions; //导入依赖的package包/类
@Override
public void onSurfaceCreated(final GL10 pGL, final EGLConfig pEGLConfig) {
synchronized(GLState.class) {
final RenderOptions renderOptions = this.mEngine.getEngineOptions().getRenderOptions();
this.mGLState.reset(renderOptions, this.mConfigChooser, pEGLConfig);
// TODO Check if available and make available through EngineOptions-RenderOptions
// GLES20.glEnable(GLES20.GL_POLYGON_SMOOTH);
// GLES20.glHint(GLES20.GL_POLYGON_SMOOTH_HINT, GLES20.GL_NICEST);
// GLES20.glEnable(GLES20.GL_LINE_SMOOTH);
// GLES20.glHint(GLES20.GL_LINE_SMOOTH_HINT, GLES20.GL_NICEST);
// GLES20.glEnable(GLES20.GL_POINT_SMOOTH);
// GLES20.glHint(GLES20.GL_POINT_SMOOTH_HINT, GLES20.GL_NICEST);
this.mGLState.disableDepthTest();
this.mGLState.enableBlend();
this.mGLState.setDitherEnabled(renderOptions.isDithering());
/* Enabling culling doesn't really make sense, because triangles are never drawn 'backwards' on purpose. */
// this.mGLState.enableCulling();
// GLES20.glFrontFace(GLES20.GL_CCW);
// GLES20.glCullFace(GLES20.GL_BACK);
if(this.mRendererListener != null) {
this.mRendererListener.onSurfaceCreated(this.mGLState);
}
}
}
开发者ID:peterchaula,项目名称:ClassicF1,代码行数:29,代码来源:EngineRenderer.java
示例3: reset
import org.andengine.engine.options.RenderOptions; //导入依赖的package包/类
public void reset(final RenderOptions pRenderOptions, final ConfigChooser pConfigChooser, final EGLConfig pEGLConfig) {
this.mVersion = GLES20.glGetString(GLES20.GL_VERSION);
this.mRenderer = GLES20.glGetString(GLES20.GL_RENDERER);
this.mExtensions = GLES20.glGetString(GLES20.GL_EXTENSIONS);
this.mMaximumVertexAttributeCount = this.getInteger(GLES20.GL_MAX_VERTEX_ATTRIBS);
this.mMaximumVertexShaderUniformVectorCount = this.getInteger(GLES20.GL_MAX_VERTEX_UNIFORM_VECTORS);
this.mMaximumFragmentShaderUniformVectorCount = this.getInteger(GLES20.GL_MAX_FRAGMENT_UNIFORM_VECTORS);
this.mMaximumTextureUnits = this.getInteger(GLES20.GL_MAX_TEXTURE_IMAGE_UNITS);
this.mMaximumTextureSize = this.getInteger(GLES20.GL_MAX_TEXTURE_SIZE);
if (BuildConfig.DEBUG) {
Debug.d("VERSION: " + this.mVersion);
Debug.d("RENDERER: " + this.mRenderer);
Debug.d("EGLCONFIG: " + EGLConfig.class.getSimpleName() + "(Red=" + pConfigChooser.getActualRedSize() + ", Green=" + pConfigChooser.getActualGreenSize() + ", Blue=" + pConfigChooser.getActualBlueSize() + ", Alpha=" + pConfigChooser.getActualAlphaSize() + ", Depth=" + pConfigChooser.getActualDepthSize() + ", Stencil=" + pConfigChooser.getActualStencilSize() + ")");
Debug.d("EXTENSIONS: " + this.mExtensions);
Debug.d("MAX_VERTEX_ATTRIBS: " + this.mMaximumVertexAttributeCount);
Debug.d("MAX_VERTEX_UNIFORM_VECTORS: " + this.mMaximumVertexShaderUniformVectorCount);
Debug.d("MAX_FRAGMENT_UNIFORM_VECTORS: " + this.mMaximumFragmentShaderUniformVectorCount);
Debug.d("MAX_TEXTURE_IMAGE_UNITS: " + this.mMaximumTextureUnits);
Debug.d("MAX_TEXTURE_SIZE: " + this.mMaximumTextureSize);
}
this.mModelViewGLMatrixStack.reset();
this.mProjectionGLMatrixStack.reset();
this.mScissorStack.reset();
this.mCurrentArrayBufferID = -1;
this.mCurrentIndexBufferID = -1;
this.mCurrentShaderProgramID = -1;
Arrays.fill(this.mCurrentBoundTextureIDs, -1);
this.mCurrentFramebufferID = -1;
this.mCurrentActiveTextureIndex = 0;
this.mCurrentSourceBlendMode = -1;
this.mCurrentDestinationBlendMode = -1;
this.enableDither();
this.enableDepthTest();
this.disableBlend();
this.disableCulling();
this.lineWidth(GLState.LINE_WIDTH_DEFAULT);
GLES20.glEnableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_POSITION_LOCATION);
GLES20.glEnableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_COLOR_LOCATION);
GLES20.glEnableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES_LOCATION);
this.mLineWidth = 1;
}
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:52,代码来源:GLState.java
示例4: reset
import org.andengine.engine.options.RenderOptions; //导入依赖的package包/类
public void reset(final RenderOptions pRenderOptions, final ConfigChooser pConfigChooser, final EGLConfig pEGLConfig) {
this.mVersion = GLES20.glGetString(GLES20.GL_VERSION);
this.mRenderer = GLES20.glGetString(GLES20.GL_RENDERER);
this.mExtensions = GLES20.glGetString(GLES20.GL_EXTENSIONS);
this.mMaximumVertexAttributeCount = this.getInteger(GLES20.GL_MAX_VERTEX_ATTRIBS);
this.mMaximumVertexShaderUniformVectorCount = this.getInteger(GLES20.GL_MAX_VERTEX_UNIFORM_VECTORS);
this.mMaximumFragmentShaderUniformVectorCount = this.getInteger(GLES20.GL_MAX_FRAGMENT_UNIFORM_VECTORS);
this.mMaximumTextureUnits = this.getInteger(GLES20.GL_MAX_TEXTURE_IMAGE_UNITS);
this.mMaximumTextureSize = this.getInteger(GLES20.GL_MAX_TEXTURE_SIZE);
if(BuildConfig.DEBUG) {
Debug.d("VERSION: " + this.mVersion);
Debug.d("RENDERER: " + this.mRenderer);
Debug.d("EGLCONFIG: " + EGLConfig.class.getSimpleName() + "(Red=" + pConfigChooser.getRedSize() + ", Green=" + pConfigChooser.getGreenSize() + ", Blue=" + pConfigChooser.getBlueSize() + ", Alpha=" + pConfigChooser.getAlphaSize() + ", Depth=" + pConfigChooser.getDepthSize() + ", Stencil=" + pConfigChooser.getStencilSize() + ")");
Debug.d("EXTENSIONS: " + this.mExtensions);
Debug.d("MAX_VERTEX_ATTRIBS: " + this.mMaximumVertexAttributeCount);
Debug.d("MAX_VERTEX_UNIFORM_VECTORS: " + this.mMaximumVertexShaderUniformVectorCount);
Debug.d("MAX_FRAGMENT_UNIFORM_VECTORS: " + this.mMaximumFragmentShaderUniformVectorCount);
Debug.d("MAX_TEXTURE_IMAGE_UNITS: " + this.mMaximumTextureUnits);
Debug.d("MAX_TEXTURE_SIZE: " + this.mMaximumTextureSize);
}
this.mModelViewGLMatrixStack.reset();
this.mProjectionGLMatrixStack.reset();
this.mCurrentArrayBufferID = -1;
this.mCurrentIndexBufferID = -1;
this.mCurrentShaderProgramID = -1;
Arrays.fill(this.mCurrentBoundTextureIDs, -1);
this.mCurrentFramebufferID = -1;
this.mCurrentActiveTextureIndex = 0;
this.mCurrentSourceBlendMode = -1;
this.mCurrentDestinationBlendMode = -1;
this.enableDither();
this.enableDepthTest();
this.disableBlend();
this.disableCulling();
GLES20.glEnableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_POSITION_LOCATION);
GLES20.glEnableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_COLOR_LOCATION);
GLES20.glEnableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES_LOCATION);
this.mLineWidth = 1;
}
开发者ID:peterchaula,项目名称:ClassicF1,代码行数:49,代码来源:GLState.java
注:本文中的org.andengine.engine.options.RenderOptions类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
请发表评论