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May 21st, 2012
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  1. Adjusting contrast of a texture in OpenGL ES
  2. public void onDrawFrame(GL10 gl) {
  3. if(cameraFrame == null) return;
  4.  
  5. gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
  6. // modelview matrix
  7. gl.glLoadIdentity();
  8. // posunme TODO
  9. gl.glTranslatef(0.0f, 0.0f, -5.0f);
  10.  
  11. if(context.getResources().getBoolean(pda.lupa.R.bool.GL_view))
  12. bindCameraTexture(gl);
  13. else
  14. gl.glColor4f(0f, 0f, 0.0f, 0f);
  15.  
  16. gl.glNormal3f(0,0,1);
  17. gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
  18. gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
  19.  
  20. gl.glFrontFace(GL10.GL_CW);
  21.  
  22. gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
  23. gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
  24.  
  25. gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
  26.  
  27. gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
  28. gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
  29. }
  30.  
  31. gl.glGenTextures(1, cameraTexture, 0);
  32. int tex = cameraTexture[0];
  33. gl.glBindTexture(GL10.GL_TEXTURE_2D, tex);
  34. gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE,
  35. this.prevX, this.prevY, 0, GL10.GL_LUMINANCE,
  36. GL10.GL_UNSIGNED_BYTE, ByteBuffer.wrap(this.cameraFrame));
  37.  
  38. gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
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