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Java RenderOptions类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Java中org.andengine.engine.options.RenderOptions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。


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