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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);
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