Reputation: 2763
I am not very familiar with OpenGL but I tried to draw a simple triangle on the screen. Each corner colored in a different color. Something like a basic tutorial... The problem is, that
My GLView class:
public class GLView extends GLSurfaceView implements GLSurfaceView.Renderer {
private FloatBuffer vertexBuff;
private FloatBuffer colorBuff;
public static FloatBuffer makeFloatBuffer(float[] arr)
{
ByteBuffer bb = ByteBuffer.allocateDirect(arr.length * 4);
bb.order(ByteOrder.nativeOrder());
FloatBuffer fb = bb.asFloatBuffer();
fb.put(arr);
fb.position(0);
return fb;
}
public GLView(Context context) {
super(context);
setRenderer(this);
}
@Override
public void onDrawFrame(GL10 gl) {
gl.glClearColor(0, 0, 0, 0);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glColorPointer(3, GL10.GL_FLOAT, 0, makeFloatBuffer(new float[] { 1, 0, 0,
0, 1, 0,
0, 0, 1 }));
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, makeFloatBuffer(new float[] { 0, 0, 0,
0, 1, 0,
1, 1, 0}));
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
}
}
Any suggestions?
Upvotes: 0
Views: 5121
Reputation: 6073
I'm guessing OpenGL state might be somewhat unspecified as you don't provide projection or model view matrices. But I'm guessing mostly as I'm not exactly familiar with OpenGL. Anyway I got your code to work by adding alpha values to color array
gl.glColorPointer(4, GL10.GL_FLOAT, 0, makeFloatBuffer(new float[] { 1, 0, 0, 1,
0, 1, 0, 1,
0, 0, 1, 1 }));
And providing mentioned transformation matrices might do the trick on device.
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, -1.0f, 1.0f, -1.0f, 1.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
Upvotes: 3