Graphics Programs Reference
In-Depth Information
float[] pointVFA = {
0.1f,0.1f,0.0f,
-0.1f,0.1f,0.0f,
-0.1f,-0.1f,0.0f,
0.1f,-0.1f,0.0f
};
ByteBuffer pointVBB =
ByteBuffer.allocateDirect(pointVFA.length * 4);
pointVBB.order(ByteOrder.nativeOrder());
_pointVFB = pointVBB.asFloatBuffer();
_pointVFB.put(pointVFA);
_pointVFB.position(0);
Using this code, we create a
FloatBuffer
(
_pointVFB
) to represent four points
in each quadrant shown in
Figure 3-6
. After making a few additional changes to this
class, you can render these points on OpenGL surface (
Figure 3-10
)
.
Figure 3-10
.
GL POINT ADVANCED
Replace the vertex shader code with lines given in
Listing 3-18
.
This code demon-
strates that we can also supply inputs to vertex shaders “externally,” instead of direc-
tly defining and writing data to
gl_Position
variable.
Listing 3-18.
GLPOINTADVANCED/src/com/apress/android/glpointadvanced/
GLES20Renderer.java
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