Game Development Reference
In-Depth Information
texture =
new
Texture((GLGame)game, "bobrgb888.png");
}
@Override
public void
present(
float
deltaTime) {
GL10 gl = glGraphics.getGL();
gl.glViewport(0, 0, glGraphics.getWidth(), glGraphics.getHeight());
gl.glClear(GL10.
GL_COLOR_BUFFER_BIT
);
gl.glMatrixMode(GL10.
GL_PROJECTION
);
gl.glLoadIdentity();
gl.glOrthof(0, 320, 0, 480, 1, -1);
gl.glEnable(GL10.
GL_TEXTURE_2D
);
texture.bind();
gl.glEnableClientState(GL10.
GL_TEXTURE_COORD_ARRAY
);
gl.glEnableClientState(GL10.
GL_VERTEX_ARRAY
);
vertices.position(0);
gl.glVertexPointer(2, GL10.
GL_FLOAT
, VERTEX_SIZE, vertices);
vertices.position(2);
gl.glTexCoordPointer(2, GL10.
GL_FLOAT
, VERTEX_SIZE, vertices);
gl.glDrawElements(GL10.
GL_TRIANGLES
, 6, GL10.
GL_UNSIGNED_SHORT
, indices);
}
Note the use of our awesome
Texture
class, which brings down the code size considerably.
Figure
7-15
shows the output, and Bob in all his glory.
Figure 7-15.
Bob, indexed