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#Actualmathacka

Posted 15 April 2013 - 05:39 PM

UPDATE:  This is working once I tilt the device to do a refresh, now I need to see how to initially refresh the screen.

 

How can I programatically tell it to refresh the screen?

 

 

I commented out just about everything I could, and the only thing that did was make the cube not appear once, however with it all uncommented it's just "blipping" a cube to the screen then disappearing.

 

public class CubeRenderer implements GLSurfaceView.Renderer 
{
	public CubeRenderer(boolean useTranslucentBackground)
	{
		mTranslucentBackground = useTranslucentBackground;
		mCube = new Cube();
	}
	
	public void onDrawFrame(GL10 gl)
	{
		gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
		gl.glClearColor(0.0f, 0.5f, 0.5f, 1.0f);
		
		gl.glMatrixMode(GL10.GL_MODELVIEW);
		gl.glLoadIdentity();
		gl.glTranslatef(0.0f,(float)Math.sin(mTransY), -7.0f);
		gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
		gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
		
		mCube.draw(gl);
		
		mTransY += 0.075f;
	}

	@Override
	public void onSurfaceChanged(GL10 gl, int width, int height) 
	{
		gl.glViewport(0,0,width,height);
		
		float aspectRatio;
		float zNear = 0.1f;
		float zFar = 1000;
		float fieldOfView = 30.0f/57.3f;
		float size;
		
		gl.glEnable(GL10.GL_NORMALIZE);
		
		aspectRatio = (float)width/(float)height;
		
		gl.glMatrixMode(GL10.GL_PROJECTION);
	
		size = zNear * (float)(Math.tan((double)(fieldOfView/2.0f)));
		
		gl.glFrustumf(-size, size, -size / aspectRatio, 
		  						    size / aspectRatio, zNear, zFar);
		
		
		gl.glMatrixMode(GL10.GL_MODELVIEW);
	}

	@Override
	public void onSurfaceCreated(GL10 gl, EGLConfig config) 
	{
		gl.glDisable(GL10.GL_DITHER);
		
		gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
		
		if (mTranslucentBackground)
		{
			gl.glClearColor(0, 0, 0, 0);
		} else {
			gl.glClearColor(1, 1, 1, 1);
		}
		gl.glEnable(GL10.GL_CULL_FACE);
		gl.glShadeModel(GL10.GL_SMOOTH);
		gl.glEnable(GL10.GL_DEPTH_TEST);
	}

	private boolean mTranslucentBackground;
	private Cube mCube;
	private float mTransY;
}

 
I'm not sure what's wrong with this code, it is showing a cube, very briefly, then disappearing, any suggestions as to what's wrong?
 
Here's the cube class:
 
 

class Cube
{
    public Cube()
    {
        float vertices[] = 
        {
                -1.0f,  1.0f, 1.0f,
                 1.0f,  1.0f, 1.0f,
                 1.0f, -1.0f, 1.0f,
                -1.0f, -1.0f, 1.0f,
                 
                -1.0f,  1.0f,-1.0f,
                 1.0f,  1.0f,-1.0f,
                 1.0f, -1.0f,-1.0f,
                -1.0f, -1.0f,-1.0f
        }; 


        byte maxColor=(byte)255;
        
        byte colors[] = 
        {
         maxColor,maxColor,       0,maxColor,
                0,       maxColor,maxColor,maxColor,
                0,              0,       0,maxColor,
                maxColor,       0,maxColor,maxColor,
                
         maxColor, 0,       0,maxColor,
                0,       maxColor,  0,maxColor,
                0,              0,maxColor,maxColor,
                0,        0,  0,maxColor
        }; 




        byte tfan1[] = 
         {
         1,0,3,
         1,3,2,
         1,2,6,
         1,6,5,
         1,5,4,
         1,4,0
         
         
         };


        byte tfan2[] = 
         {
         7,4,5,
         7,5,6,
         7,6,2,
         7,2,3,
         7,3,0,
         7,0,4
         };


         
        ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
        vbb.order(ByteOrder.nativeOrder());
        mFVertexBuffer = vbb.asFloatBuffer();
        mFVertexBuffer.put(vertices);
        mFVertexBuffer.position(0);
        
        mColorBuffer = ByteBuffer.allocateDirect(colors.length);
        mColorBuffer.put(colors);
        mColorBuffer.position(0);
       
        mTfan1 = ByteBuffer.allocateDirect(tfan1.length);
        mTfan1.put(tfan1);
        mTfan1.position(0);
        
        mTfan2 = ByteBuffer.allocateDirect(tfan2.length);
        mTfan2.put(tfan2);
        mTfan2.position(0);
    }


    public void draw(GL10 gl)
    {
        gl.glVertexPointer(3, GL11.GL_FLOAT, 0, mFVertexBuffer);
        gl.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 0, mColorBuffer);
        
     gl.glDrawElements( GL10.GL_TRIANGLE_FAN, 6 * 3, GL10.GL_UNSIGNED_BYTE, mTfan1);
     gl.glDrawElements( GL10.GL_TRIANGLE_FAN, 6 * 3, GL10.GL_UNSIGNED_BYTE, mTfan2);
    }


    private FloatBuffer mFVertexBuffer;
    private ByteBuffer  mColorBuffer;
    private ByteBuffer  mTfan1;
    private ByteBuffer  mTfan2;
}
 

 
And here's the Activity class:
 

public class MainActivity extends Activity {

	@Override
	protected void onCreate(Bundle savedInstanceState) {
		super.onCreate(savedInstanceState);
		getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
				WindowManager.LayoutParams.FLAG_FULLSCREEN);
		GLSurfaceView view = new GLSurfaceView(this);
		view.setRenderer(new CubeRenderer(true));
		setContentView(view);
	}
}

#3mathacka

Posted 15 April 2013 - 04:43 PM

UPDATE:  This is working once I tilt the device to do a refresh, now I need to see how to initially refresh the screen.

 

 

 

I commented out just about everything I could, and the only thing that did was make the cube not appear once, however with it all uncommented it's just "blipping" a cube to the screen then disappearing.

 

public class CubeRenderer implements GLSurfaceView.Renderer 
{
	public CubeRenderer(boolean useTranslucentBackground)
	{
		mTranslucentBackground = useTranslucentBackground;
		mCube = new Cube();
	}
	
	public void onDrawFrame(GL10 gl)
	{
		gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
		gl.glClearColor(0.0f, 0.5f, 0.5f, 1.0f);
		
		gl.glMatrixMode(GL10.GL_MODELVIEW);
		gl.glLoadIdentity();
		gl.glTranslatef(0.0f,(float)Math.sin(mTransY), -7.0f);
		gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
		gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
		
		mCube.draw(gl);
		
		mTransY += 0.075f;
	}

	@Override
	public void onSurfaceChanged(GL10 gl, int width, int height) 
	{
		gl.glViewport(0,0,width,height);
		
		float aspectRatio;
		float zNear = 0.1f;
		float zFar = 1000;
		float fieldOfView = 30.0f/57.3f;
		float size;
		
		gl.glEnable(GL10.GL_NORMALIZE);
		
		aspectRatio = (float)width/(float)height;
		
		gl.glMatrixMode(GL10.GL_PROJECTION);
	
		size = zNear * (float)(Math.tan((double)(fieldOfView/2.0f)));
		
		gl.glFrustumf(-size, size, -size / aspectRatio, 
		  						    size / aspectRatio, zNear, zFar);
		
		
		gl.glMatrixMode(GL10.GL_MODELVIEW);
	}

	@Override
	public void onSurfaceCreated(GL10 gl, EGLConfig config) 
	{
		gl.glDisable(GL10.GL_DITHER);
		
		gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
		
		if (mTranslucentBackground)
		{
			gl.glClearColor(0, 0, 0, 0);
		} else {
			gl.glClearColor(1, 1, 1, 1);
		}
		gl.glEnable(GL10.GL_CULL_FACE);
		gl.glShadeModel(GL10.GL_SMOOTH);
		gl.glEnable(GL10.GL_DEPTH_TEST);
	}

	private boolean mTranslucentBackground;
	private Cube mCube;
	private float mTransY;
}

 
I'm not sure what's wrong with this code, it is showing a cube, very briefly, then disappearing, any suggestions as to what's wrong?
 
Here's the cube class:
 
 

class Cube
{
    public Cube()
    {
        float vertices[] = 
        {
                -1.0f,  1.0f, 1.0f,
                 1.0f,  1.0f, 1.0f,
                 1.0f, -1.0f, 1.0f,
                -1.0f, -1.0f, 1.0f,
                 
                -1.0f,  1.0f,-1.0f,
                 1.0f,  1.0f,-1.0f,
                 1.0f, -1.0f,-1.0f,
                -1.0f, -1.0f,-1.0f
        }; 


        byte maxColor=(byte)255;
        
        byte colors[] = 
        {
         maxColor,maxColor,       0,maxColor,
                0,       maxColor,maxColor,maxColor,
                0,              0,       0,maxColor,
                maxColor,       0,maxColor,maxColor,
                
         maxColor, 0,       0,maxColor,
                0,       maxColor,  0,maxColor,
                0,              0,maxColor,maxColor,
                0,        0,  0,maxColor
        }; 




        byte tfan1[] = 
         {
         1,0,3,
         1,3,2,
         1,2,6,
         1,6,5,
         1,5,4,
         1,4,0
         
         
         };


        byte tfan2[] = 
         {
         7,4,5,
         7,5,6,
         7,6,2,
         7,2,3,
         7,3,0,
         7,0,4
         };


         
        ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
        vbb.order(ByteOrder.nativeOrder());
        mFVertexBuffer = vbb.asFloatBuffer();
        mFVertexBuffer.put(vertices);
        mFVertexBuffer.position(0);
        
        mColorBuffer = ByteBuffer.allocateDirect(colors.length);
        mColorBuffer.put(colors);
        mColorBuffer.position(0);
       
        mTfan1 = ByteBuffer.allocateDirect(tfan1.length);
        mTfan1.put(tfan1);
        mTfan1.position(0);
        
        mTfan2 = ByteBuffer.allocateDirect(tfan2.length);
        mTfan2.put(tfan2);
        mTfan2.position(0);
    }


    public void draw(GL10 gl)
    {
        gl.glVertexPointer(3, GL11.GL_FLOAT, 0, mFVertexBuffer);
        gl.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 0, mColorBuffer);
        
     gl.glDrawElements( GL10.GL_TRIANGLE_FAN, 6 * 3, GL10.GL_UNSIGNED_BYTE, mTfan1);
     gl.glDrawElements( GL10.GL_TRIANGLE_FAN, 6 * 3, GL10.GL_UNSIGNED_BYTE, mTfan2);
    }


    private FloatBuffer mFVertexBuffer;
    private ByteBuffer  mColorBuffer;
    private ByteBuffer  mTfan1;
    private ByteBuffer  mTfan2;
}
 

 
And here's the Activity class:
 

public class MainActivity extends Activity {

	@Override
	protected void onCreate(Bundle savedInstanceState) {
		super.onCreate(savedInstanceState);
		getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
				WindowManager.LayoutParams.FLAG_FULLSCREEN);
		GLSurfaceView view = new GLSurfaceView(this);
		view.setRenderer(new CubeRenderer(true));
		setContentView(view);
	}
}

#2mathacka

Posted 15 April 2013 - 04:39 PM

I commented out just about everything I could, and the only thing that did was make the cube not appear once, however with it all uncommented it's just "blipping" a cube to the screen then disappearing.

 

public class CubeRenderer implements GLSurfaceView.Renderer 
{
	public CubeRenderer(boolean useTranslucentBackground)
	{
		mTranslucentBackground = useTranslucentBackground;
		mCube = new Cube();
	}
	
	public void onDrawFrame(GL10 gl)
	{
		gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
		gl.glClearColor(0.0f, 0.5f, 0.5f, 1.0f);
		
		gl.glMatrixMode(GL10.GL_MODELVIEW);
		gl.glLoadIdentity();
		gl.glTranslatef(0.0f,(float)Math.sin(mTransY), -7.0f);
		gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
		gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
		
		mCube.draw(gl);
		
		mTransY += 0.075f;
	}

	@Override
	public void onSurfaceChanged(GL10 gl, int width, int height) 
	{
		gl.glViewport(0,0,width,height);
		
		float aspectRatio;
		float zNear = 0.1f;
		float zFar = 1000;
		float fieldOfView = 30.0f/57.3f;
		float size;
		
		gl.glEnable(GL10.GL_NORMALIZE);
		
		aspectRatio = (float)width/(float)height;
		
		gl.glMatrixMode(GL10.GL_PROJECTION);
	
		size = zNear * (float)(Math.tan((double)(fieldOfView/2.0f)));
		
		gl.glFrustumf(-size, size, -size / aspectRatio, 
		  						    size / aspectRatio, zNear, zFar);
		
		
		gl.glMatrixMode(GL10.GL_MODELVIEW);
	}

	@Override
	public void onSurfaceCreated(GL10 gl, EGLConfig config) 
	{
		gl.glDisable(GL10.GL_DITHER);
		
		gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
		
		if (mTranslucentBackground)
		{
			gl.glClearColor(0, 0, 0, 0);
		} else {
			gl.glClearColor(1, 1, 1, 1);
		}
		gl.glEnable(GL10.GL_CULL_FACE);
		gl.glShadeModel(GL10.GL_SMOOTH);
		gl.glEnable(GL10.GL_DEPTH_TEST);
	}

	private boolean mTranslucentBackground;
	private Cube mCube;
	private float mTransY;
}

 
I'm not sure what's wrong with this code, it is showing a cube, very briefly, then disappearing, any suggestions as to what's wrong?
 
Here's the cube class:
 
 

class Cube
{
    public Cube()
    {
        float vertices[] = 
        {
                -1.0f,  1.0f, 1.0f,
                 1.0f,  1.0f, 1.0f,
                 1.0f, -1.0f, 1.0f,
                -1.0f, -1.0f, 1.0f,
                 
                -1.0f,  1.0f,-1.0f,
                 1.0f,  1.0f,-1.0f,
                 1.0f, -1.0f,-1.0f,
                -1.0f, -1.0f,-1.0f
        }; 


        byte maxColor=(byte)255;
        
        byte colors[] = 
        {
         maxColor,maxColor,       0,maxColor,
                0,       maxColor,maxColor,maxColor,
                0,              0,       0,maxColor,
                maxColor,       0,maxColor,maxColor,
                
         maxColor, 0,       0,maxColor,
                0,       maxColor,  0,maxColor,
                0,              0,maxColor,maxColor,
                0,        0,  0,maxColor
        }; 




        byte tfan1[] = 
         {
         1,0,3,
         1,3,2,
         1,2,6,
         1,6,5,
         1,5,4,
         1,4,0
         
         
         };


        byte tfan2[] = 
         {
         7,4,5,
         7,5,6,
         7,6,2,
         7,2,3,
         7,3,0,
         7,0,4
         };


         
        ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
        vbb.order(ByteOrder.nativeOrder());
        mFVertexBuffer = vbb.asFloatBuffer();
        mFVertexBuffer.put(vertices);
        mFVertexBuffer.position(0);
        
        mColorBuffer = ByteBuffer.allocateDirect(colors.length);
        mColorBuffer.put(colors);
        mColorBuffer.position(0);
       
        mTfan1 = ByteBuffer.allocateDirect(tfan1.length);
        mTfan1.put(tfan1);
        mTfan1.position(0);
        
        mTfan2 = ByteBuffer.allocateDirect(tfan2.length);
        mTfan2.put(tfan2);
        mTfan2.position(0);
    }


    public void draw(GL10 gl)
    {
        gl.glVertexPointer(3, GL11.GL_FLOAT, 0, mFVertexBuffer);
        gl.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 0, mColorBuffer);
        
     gl.glDrawElements( GL10.GL_TRIANGLE_FAN, 6 * 3, GL10.GL_UNSIGNED_BYTE, mTfan1);
     gl.glDrawElements( GL10.GL_TRIANGLE_FAN, 6 * 3, GL10.GL_UNSIGNED_BYTE, mTfan2);
    }


    private FloatBuffer mFVertexBuffer;
    private ByteBuffer  mColorBuffer;
    private ByteBuffer  mTfan1;
    private ByteBuffer  mTfan2;
}
 

 
And here's the Activity class:
 

public class MainActivity extends Activity {

	@Override
	protected void onCreate(Bundle savedInstanceState) {
		super.onCreate(savedInstanceState);
		getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
				WindowManager.LayoutParams.FLAG_FULLSCREEN);
		GLSurfaceView view = new GLSurfaceView(this);
		view.setRenderer(new CubeRenderer(true));
		setContentView(view);
	}
}

#1mathacka

Posted 15 April 2013 - 04:08 PM

public class CubeRenderer implements GLSurfaceView.Renderer 
{
	public CubeRenderer(boolean useTranslucentBackground)
	{
		mTranslucentBackground = useTranslucentBackground;
		mCube = new Cube();
	}
	
	public void onDrawFrame(GL10 gl)
	{
		gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
		gl.glClearColor(0.0f, 0.5f, 0.5f, 1.0f);
		
		gl.glMatrixMode(GL10.GL_MODELVIEW);
		gl.glLoadIdentity();
		gl.glTranslatef(0.0f,(float)Math.sin(mTransY), -7.0f);
		gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
		gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
		
		mCube.draw(gl);
		
		mTransY += 0.075f;
	}

	@Override
	public void onSurfaceChanged(GL10 gl, int width, int height) 
	{
		gl.glViewport(0,0,width,height);
		
		float aspectRatio;
		float zNear = 0.1f;
		float zFar = 1000;
		float fieldOfView = 30.0f/57.3f;
		float size;
		
		gl.glEnable(GL10.GL_NORMALIZE);
		
		aspectRatio = (float)width/(float)height;
		
		gl.glMatrixMode(GL10.GL_PROJECTION);
	
		size = zNear * (float)(Math.tan((double)(fieldOfView/2.0f)));
		
		gl.glFrustumf(-size, size, -size / aspectRatio, 
		  						    size / aspectRatio, zNear, zFar);
		
		
		gl.glMatrixMode(GL10.GL_MODELVIEW);
	}

	@Override
	public void onSurfaceCreated(GL10 gl, EGLConfig config) 
	{
		gl.glDisable(GL10.GL_DITHER);
		
		gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
		
		if (mTranslucentBackground)
		{
			gl.glClearColor(0, 0, 0, 0);
		} else {
			gl.glClearColor(1, 1, 1, 1);
		}
		gl.glEnable(GL10.GL_CULL_FACE);
		gl.glShadeModel(GL10.GL_SMOOTH);
		gl.glEnable(GL10.GL_DEPTH_TEST);
	}

	private boolean mTranslucentBackground;
	private Cube mCube;
	private float mTransY;
}

 

I'm not sure what's wrong with this code, it is showing a cube, very briefly, then disappearing, any suggestions as to what's wrong?


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