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Lines Matching defs:GLES20

31 import android.opengl.GLES20;
48 // Ignore the passed-in GL10 interface, and use the GLES20
50 GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
51 GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
52 GLES20.glUseProgram(mProgram);
55 GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
56 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
59 GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
63 GLES20.glEnableVertexAttribArray(maPositionHandle);
65 GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
68 GLES20.glEnableVertexAttribArray(maTextureHandle);
77 GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
78 GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
83 // Ignore the passed-in GL10 interface, and use the GLES20
85 GLES20.glViewport(0, 0, width, height);
91 // Ignore the passed-in GL10 interface, and use the GLES20
97 maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
102 maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
108 muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
120 GLES20.glGenTextures(1, textures, 0);
123 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
125 GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
126 GLES20.GL_NEAREST);
127 GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
128 GLES20.GL_TEXTURE_MAG_FILTER,
129 GLES20.GL_LINEAR);
131 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
132 GLES20.GL_REPEAT);
133 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
134 GLES20.GL_REPEAT);
149 GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
156 int shader = GLES20.glCreateShader(shaderType);
158 GLES20.glShaderSource(shader, source);
159 GLES20.glCompileShader(shader);
161 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
164 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
165 GLES20.glDeleteShader(shader);
173 int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
178 int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
183 int program = GLES20.glCreateProgram();
185 GLES20.glAttachShader(program, vertexShader);
187 GLES20.glAttachShader(program, pixelShader);
189 GLES20.glLinkProgram(program);
191 GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
192 if (linkStatus[0] != GLES20.GL_TRUE) {
194 Log.e(TAG, GLES20.glGetProgramInfoLog(program));
195 GLES20.glDeleteProgram(program);
204 while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {