@Override
public void onDrawFrame(GL10 gl)
{
long ks=System.currentTimeMillis();
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);//清除颜色缓存和深度缓存
rndt=System.currentTimeMillis()-ks;
gl.glEnable(GL10.GL_CULL_FACE);//设置为打开背面剪裁
gl.glShadeModel(GL10.GL_SMOOTH);//设置着色模型为平滑着色
gl.glFrontFace(GL10.GL_CW);//设置逆时针为正
gl.glMatrixMode(GL10.GL_MODELVIEW);//设置当前矩阵为模式矩阵
gl.glLoadIdentity();//设置当前矩阵为单位矩阵
gl.glEnable(GL10.GL_BLEND);
//gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glBlendFunc(GL10.GL_ONE,GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glEnable(GL10.GL_LIGHTING);
gl.glEnable(GL10.GL_LIGHT0);
gl.glPushMatrix();
gl.glScalef(1,-1,1);
gl.glTranslatef(0,-Screen7e.fbly_raw,0);
Draw(gl);
gl.glPopMatrix();
}
public void Draw(GL10 gl){
}
public void onDrawFrame(GL10 gl)
{
long ks=System.currentTimeMillis();
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);//清除颜色缓存和深度缓存
rndt=System.currentTimeMillis()-ks;
gl.glEnable(GL10.GL_CULL_FACE);//设置为打开背面剪裁
gl.glShadeModel(GL10.GL_SMOOTH);//设置着色模型为平滑着色
gl.glFrontFace(GL10.GL_CW);//设置逆时针为正
gl.glMatrixMode(GL10.GL_MODELVIEW);//设置当前矩阵为模式矩阵
gl.glLoadIdentity();//设置当前矩阵为单位矩阵
gl.glEnable(GL10.GL_BLEND);
//gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glBlendFunc(GL10.GL_ONE,GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glEnable(GL10.GL_LIGHTING);
gl.glEnable(GL10.GL_LIGHT0);
gl.glPushMatrix();
gl.glScalef(1,-1,1);
gl.glTranslatef(0,-Screen7e.fbly_raw,0);
Draw(gl);
gl.glPopMatrix();
}
public void Draw(GL10 gl){
}