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By: a guest on
May 21st, 2012 | syntax:
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Adjusting contrast of a texture in OpenGL ES
public void onDrawFrame(GL10 gl) {
if(cameraFrame == null) return;
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// modelview matrix
gl.glLoadIdentity();
// posunme TODO
gl.glTranslatef(0.0f, 0.0f, -5.0f);
if(context.getResources().getBoolean(pda.lupa.R.bool.GL_view))
bindCameraTexture(gl);
else
gl.glColor4f(0f, 0f, 0.0f, 0f);
gl.glNormal3f(0,0,1);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glFrontFace(GL10.GL_CW);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
gl.glGenTextures(1, cameraTexture, 0);
int tex = cameraTexture[0];
gl.glBindTexture(GL10.GL_TEXTURE_2D, tex);
gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE,
this.prevX, this.prevY, 0, GL10.GL_LUMINANCE,
GL10.GL_UNSIGNED_BYTE, ByteBuffer.wrap(this.cameraFrame));
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);