65 |
65 |
{
|
66 |
66 |
mColorCreated = CREATED;
|
67 |
67 |
GLES30.glGenTextures(1, mColorH, 0);
|
68 |
|
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
|
69 |
|
GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR );
|
70 |
|
GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR );
|
71 |
|
GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE );
|
72 |
|
GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE );
|
73 |
|
GLUtils.texImage2D(GLES30.GL_TEXTURE_2D, 0, flipBitmap(mBmp), 0);
|
74 |
|
}
|
75 |
|
else
|
76 |
|
{
|
77 |
|
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
|
78 |
|
GLUtils.texSubImage2D(GLES30.GL_TEXTURE_2D, 0,0,0,flipBitmap(mBmp));
|
79 |
68 |
}
|
80 |
69 |
|
|
70 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
|
|
71 |
GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR );
|
|
72 |
GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR );
|
|
73 |
GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE );
|
|
74 |
GLES30.glTexParameteri ( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE );
|
|
75 |
GLUtils.texImage2D(GLES30.GL_TEXTURE_2D, 0, flipBitmap(mBmp), 0);
|
|
76 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
|
|
77 |
|
81 |
78 |
mBmp = null;
|
82 |
79 |
}
|
83 |
80 |
}
|
Progress (?) with Predeform: give up trying to render the Mesh in Activity1.