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Android Reference

GLU


android.opengl

Class GLU



  • public class GLU
    extends Object
    A set of GL utilities inspired by the OpenGL Utility Toolkit.
    • Constructor Summary

      Constructors
      Constructor and Description
      GLU()
    • Method Summary

      Methods
      Modifier and Type Method and Description
      static String gluErrorString(int error)
      Return an error string from a GL or GLU error code.
      static void gluLookAt(GL10 gl, float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
      Define a viewing transformation in terms of an eye point, a center of view, and an up vector.
      static void gluOrtho2D(GL10 gl, float left, float right, float bottom, float top)
      Set up a 2D orthographic projection matrix
      static void gluPerspective(GL10 gl, float fovy, float aspect, float zNear, float zFar)
      Set up a perspective projection matrix
      static int gluProject(float objX, float objY, float objZ, float[] model, int modelOffset, float[] project, int projectOffset, int[] view, int viewOffset, float[] win, int winOffset)
      Map object coordinates into window coordinates.
      static int gluUnProject(float winX, float winY, float winZ, float[] model, int modelOffset, float[] project, int projectOffset, int[] view, int viewOffset, float[] obj, int objOffset)
      Map window coordinates to object coordinates.
    • Constructor Detail

      • GLU

        public GLU()
    • Method Detail

      • gluErrorString

        public static String gluErrorString(int error)
        Return an error string from a GL or GLU error code.
        Parameters:
        error - - a GL or GLU error code.
        Returns:
        the error string for the input error code, or NULL if the input was not a valid GL or GLU error code.
      • gluLookAt

        public static void gluLookAt(GL10 gl,
                     float eyeX,
                     float eyeY,
                     float eyeZ,
                     float centerX,
                     float centerY,
                     float centerZ,
                     float upX,
                     float upY,
                     float upZ)
        Define a viewing transformation in terms of an eye point, a center of view, and an up vector.
        Parameters:
        gl - a GL10 interface
        eyeX - eye point X
        eyeY - eye point Y
        eyeZ - eye point Z
        centerX - center of view X
        centerY - center of view Y
        centerZ - center of view Z
        upX - up vector X
        upY - up vector Y
        upZ - up vector Z
      • gluOrtho2D

        public static void gluOrtho2D(GL10 gl,
                      float left,
                      float right,
                      float bottom,
                      float top)
        Set up a 2D orthographic projection matrix
        Parameters:
        gl -
        left -
        right -
        bottom -
        top -
      • gluPerspective

        public static void gluPerspective(GL10 gl,
                          float fovy,
                          float aspect,
                          float zNear,
                          float zFar)
        Set up a perspective projection matrix
        Parameters:
        gl - a GL10 interface
        fovy - specifies the field of view angle, in degrees, in the Y direction.
        aspect - specifies the aspect ration that determins the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
        zNear - specifies the distance from the viewer to the near clipping plane (always positive).
        zFar - specifies the distance from the viewer to the far clipping plane (always positive).
      • gluProject

        public static int gluProject(float objX,
                     float objY,
                     float objZ,
                     float[] model,
                     int modelOffset,
                     float[] project,
                     int projectOffset,
                     int[] view,
                     int viewOffset,
                     float[] win,
                     int winOffset)
        Map object coordinates into window coordinates. gluProject transforms the specified object coordinates into window coordinates using model, proj, and view. The result is stored in win.

        Note that you can use the OES_matrix_get extension, if present, to get the current modelView and projection matrices.

        Parameters:
        objX - object coordinates X
        objY - object coordinates Y
        objZ - object coordinates Z
        model - the current modelview matrix
        modelOffset - the offset into the model array where the modelview maxtrix data starts.
        project - the current projection matrix
        projectOffset - the offset into the project array where the project matrix data starts.
        view - the current view, {x, y, width, height}
        viewOffset - the offset into the view array where the view vector data starts.
        win - the output vector {winX, winY, winZ}, that returns the computed window coordinates.
        winOffset - the offset into the win array where the win vector data starts.
        Returns:
        A return value of GL_TRUE indicates success, a return value of GL_FALSE indicates failure.
      • gluUnProject

        public static int gluUnProject(float winX,
                       float winY,
                       float winZ,
                       float[] model,
                       int modelOffset,
                       float[] project,
                       int projectOffset,
                       int[] view,
                       int viewOffset,
                       float[] obj,
                       int objOffset)
        Map window coordinates to object coordinates. gluUnProject maps the specified window coordinates into object coordinates using model, proj, and view. The result is stored in obj.

        Note that you can use the OES_matrix_get extension, if present, to get the current modelView and projection matrices.

        Parameters:
        winX - window coordinates X
        winY - window coordinates Y
        winZ - window coordinates Z
        model - the current modelview matrix
        modelOffset - the offset into the model array where the modelview maxtrix data starts.
        project - the current projection matrix
        projectOffset - the offset into the project array where the project matrix data starts.
        view - the current view, {x, y, width, height}
        viewOffset - the offset into the view array where the view vector data starts.
        obj - the output vector {objX, objY, objZ}, that returns the computed object coordinates.
        objOffset - the offset into the obj array where the obj vector data starts.
        Returns:
        A return value of GL10.GL_TRUE indicates success, a return value of GL10.GL_FALSE indicates failure.


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