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  • SceneRenderer_Main中的方法

    		@Override
    		public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    
    			GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    			MatrixState.setInitStack();
    			MatrixState.rotate(180,1, 0, 0);//180
    			initShader();
    			initPitctures();
    			initObject();
    			initParticle();
    			initWorld();
    			initThread();
    			
    			
    			
    		}
    
    		@Override
    		public void onSurfaceChanged(GL10 gl, int width, int height) {
    			// TODO Auto-generated method stub
    			GLES20.glViewport(0, 0, width, height);
    			ratio = (float) width / height;
    			RATIO = ratio;
    			initRect();
    			ConfigButtonArea();
    		}
    
    		@Override
    		public void onDrawFrame(GL10 gl) {
    			// TODO Auto-generated method stub
    			GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
    
    			if (isScreenSaver) {
    				drawScreenSaver();
    			} else {
    
    				if (SPIRIT_OFFSET > 2 * ratio) {
    					SPIRIT_OFFSET = 0;
    					spirtMoveFlag = true;
    					moveFlag = false;
    				}
    
    				if ((saveIndex[0] == 0 && saveIndex[1] == 1) || (saveIndex[0] == 1 && saveIndex[1] == 0)) {
    					compoundIndex = 2;
    				}
    				if ((saveIndex[0] == 2 && saveIndex[1] == 3) || (saveIndex[0] == 3 && saveIndex[1] == 2)) {
    					compoundIndex = 3;
    				}
    
    				if (!spirtMoveFlag) {
    					drawSpirit();
    					drawColorEdge();
    				} else {
    					drawSpiritBlank1();
    
    				}
    
    				drawRightBackground();
    
    			}
    		}

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  • 原文地址:https://www.cnblogs.com/Anzhongliu/p/6092064.html
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