egl.switch_to(false);
glViewport(0,0, size[0],size[1]);
glClearColor(0.25f,0,0,1);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glBindTexture( GL_TEXTURE_2D, def_tex );
static const float X1 = -0.5f;
static const float Y1 = -0.5f;
static const float X2 = 0.5f;
static const float Y2 = 0.5f;
static GLfloat vertexData[] = {
X2, Y2,
X1, Y2,
X1, Y1,
X1, Y1,
X2, Y1,
X2, Y2,
};
static const float uvX1 = 0;
static const float uvY1 = 0;
static const float uvX2 = 1;
static GLfloat uvData[] = {
uvX2, uvY2,
uvX1, uvY2,
uvX1, uvY1,
uvX1, uvY1,
uvX2, uvY1,
uvX2, uvY2,
};
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glUseProgram( ogles2_shaderProgram );
glEnableVertexAttribArray( ogles2_shader_vLoc );
glVertexAttribPointer( ogles2_shader_vLoc, 2, GL_FLOAT, GL_FALSE, 0, vertexData );
glEnableVertexAttribArray( ogles2_shader_uv0Loc );
glVertexAttribPointer( ogles2_shader_uv0Loc, 2, GL_FLOAT, GL_FALSE, 0, uvData );
glDrawArrays(GL_TRIANGLES, 0, 6);
glUseProgram( 0 );
glDisableVertexAttribArray(ogles2_shader_vLoc);
glDisableVertexAttribArray(ogles2_shader_uv0Loc);
egl.switch_back();
egl.swap_buffers();
WOsborn2011-06-06 03:22:55