검색결과 리스트
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///// OPENGL 1.0
///// 2D
///// 비트맵 로드
Bitmap bitmap = BitmapFactory.decodeStream(game.getFileIO().redAsset("bobrgb888.png"));
///// 단일 텍스처 객체 생성 후 ID얻기
int textureIds[] = new int[1];
gl.glGenTextures(1, textureIds, 0);
int textureId = textureIds[0];
///// 텍스처 객체 바인딩
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
///// 필터 설정
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);
///// 텍스처 바인딩 해제 및 비트맵 언로드
gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
bitmap.recycle();
/////
GL10 gl = glGraphics.getGL();
gl.glViewport(0, 0, glGraphis.getWidth(), glGraphics.getHeight());
gl.glClear();
gl.glMatrixMode();
gl.glLoadIdentity();
gl.glOrthof(0, 320, 0, 480, 1, -1);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId);
///// 활성화 시키기
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
//비활성화 시키기 //gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
/////인터리빙(interleaving) 방식
vertices.position(0);
gl.glVertexPointer(2, GL10.GL_FLOAT, VERTEX_SIZE, vertices);
vertices.position(2);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, VERTEX_SIZE, vertices);
//색상 입힐 경우 //gl.glColorPointer(4, GL10.GL_FLOAT, VERTEX_SIZE, vertices);
gl.glDrawElements(GL10.GL_TRIANGLES, 0, 3);
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