Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- class MyRenderer: GLSurfaceView.Renderer {
- private var kat = 0f
- override fun onDrawFrame(gl: GL10?) {
- var points = mutableListOf<Float>()
- var x = 0.0f
- for(i in 1..255)
- {
- var k = i.toFloat()
- points.add(sin(x) * 0.1f)
- points.add(cos(x) * 0.1f)
- points.add(-1.0f)
- x = ((k / 255) * PI.toFloat() * 2)
- }
- val bufor = ByteBuffer.allocateDirect(256 * 3 * 4)
- bufor.order(ByteOrder.nativeOrder())
- val bufor_wierzcholkow = bufor.asFloatBuffer()
- bufor_wierzcholkow.put(points.toFloatArray())
- bufor_wierzcholkow.position(0)
- gl?.glClear(GL10.GL_COLOR_BUFFER_BIT or GL10.GL_DEPTH_BUFFER_BIT)
- gl?.glColor4f(0.0f, 0.0f, 1.0f, 1.0f)
- gl?.glLoadIdentity()
- gl?.glEnableClientState(GL10.GL_VERTEX_ARRAY)
- gl?.glVertexPointer(3, GL10.GL_FLOAT, 0, bufor_wierzcholkow)
- gl?.glDrawArrays(GL10.GL_TRIANGLES, 0, 256)
- gl?.glDisableClientState(GL10.GL_VERTEX_ARRAY)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement