i want to zoom a image in doubleTap, make it smoothly scrollable, please help me,my draw method is below:
public void draw(GL10 gl) {
// bind the previously generated texture
//zooming in image
if(Globalconfig.flag==1 && Globalconfig.flag2==true){
currentVertex=0;
Globalconfig.b_height=texture.length;
//Log.d("length",""+Globalconfig.b_height);
gl.glViewport(0, 0, 444, 555);
gl.glOrthof(0.0f, 444, 0.0f,555, -0.1f, 0.1f);
for (int y = 0; y < 10+ 1; y++) {
for (int x = 0; x <10 + 1; x++) {
//vertices[currentVertex]=vertices[currentVertex]*1.5f;
//vertices[currentVertex+1]=vertices[currentVertex+1]*1.5f;
texture[currentVertex]/=1.5f;
texture[currentVertex+1]/=1.5f;
currentVertex +=2;
}
}
Globalconfig.flag2=false;
Log.d("instextureBufferide for", "nhjfghfx" );
//vertexBuffer.put(vertices);
//vertexBuffer.position(0);
textureBuffer.put(texture);
textureBuffer.position(0);
}
//zooming out image
//gl.glTranslatef(0,0 , 3);
if(Globalconfig.flag==2 && Globalconfig.flag2==true){
currentVertex=0;
for (int y = 0; y <10 + 1; y++) {
for (int x = 0; x <10 + 1; x++) {
//vertices[currentVertex]=vertices[currentVertex]/3.5f;
//vertices[currentVertex+1]=vertices[currentVertex+1]/3.5f;
texture[currentVertex]*=1.5f;
texture[currentVertex+1]*=1.5f;
currentVertex +=2;
}
}
transtaleT=false;
Globalconfig.flag2=false;
Log.d("inside for2", "nhjfghfx" );
//vertexBuffer.put(vertices);
//vertexBuffer.position(0);
textureBuffer.put(texture);
textureBuffer.position(0);
}
if(Globalconfig.transFlag==true && Globalconfig.flag==1 ){
currentVertex=0;
for (int y = 0; y < 10+ 1; y++) {
for (int x = 0; x <10 + 1; x++) {
//vertices[currentVertex]=vertices[currentVertex]*3.5f;
//vertices[currentVertex+1]=vertices[currentVertex+1]*3.5f;
texture[currentVertex]+=Globalconfig.x/1000 ;
texture[currentVertex+1]+=Globalconfig.y/1000;
currentVertex +=2;
Globalconfig.x1=(int)Globalconfig.x;
Globalconfig.y1=(int)Globalconfig.y;
}
}
vertexBuffer.put(vertices);
vertexBuffer.position(0);
Log.d("trans", "kjgvgv");
Globalconfig.transFlag=false;
开发者_开发知识库 Log.d("trans1", "kjgvgv");
}
//gl.glViewport(50, 50, 200, 200);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
// Point to our buffers
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// Set the face rotation
gl.glFrontFace(GL10.GL_CW);
// Enable face culling.
gl.glEnable(GL10.GL_CULL_FACE);
// What faces to remove with the face culling.
gl.glCullFace(GL10.GL_CONSTANT_ATTENUATION);
// Point to our vertex buffer
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
gl.glTexParameterf(GL10.GL_TEXTURE_2D,
GL10.GL_TEXTURE_WRAP_T,
GL10.GL_REPEAT );
// Draw the vertices as triangle strip
//gl.glTranslatef(0, 0, -4);
//gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
gl.glDrawElements(GL10.GL_TRIANGLES, numOfIndices,
GL10.GL_UNSIGNED_SHORT, indicesBuffer);
//Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
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