got a grid, but its too small
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a0bf1f8e4d
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@ -95,9 +95,9 @@ public class MyRenderer implements GLSurfaceView.Renderer
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{
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{
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final float attribs[] = {
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final float attribs[] = {
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1, 1,
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1, 1,
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-1, 1,
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0, 1,
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-1, -1,
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0, 0,
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1, -1
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1, 0
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};
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};
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checkGLError("onSurfaceCreated");
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checkGLError("onSurfaceCreated");
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ByteBuffer bb = ByteBuffer.allocateDirect(attribs.length * 4);
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ByteBuffer bb = ByteBuffer.allocateDirect(attribs.length * 4);
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@ -150,21 +150,34 @@ public class MyRenderer implements GLSurfaceView.Renderer
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{
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{
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GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
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GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
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Matrix.setIdentityM(m_modelview, 0);
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Matrix.translateM(m_modelview, 0, 0, 0, 0);
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GLES20.glUniformMatrix4fv(
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GLES20.glGetUniformLocation(m_program, "modelview"),
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1, false, m_modelview, 0);
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int attr_pos = GLES20.glGetAttribLocation(m_program, "pos");
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int attr_pos = GLES20.glGetAttribLocation(m_program, "pos");
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checkGLError("glGetAttribLocation");
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checkGLError("glGetAttribLocation");
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GLES20.glEnableVertexAttribArray(attr_pos);
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GLES20.glEnableVertexAttribArray(attr_pos);
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checkGLError("glEnableVertexAttribArray");
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checkGLError("glEnableVertexAttribArray");
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m_quad_attrib_buffer.position(0);
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GLES20.glVertexAttribPointer(attr_pos, 2, GLES20.GL_FLOAT, false,
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GLES20.glVertexAttribPointer(attr_pos, 2, GLES20.GL_FLOAT, false,
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2 * 4, m_quad_attrib_buffer);
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2 * 4, m_quad_attrib_buffer);
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checkGLError("glVertexAttribPointer");
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checkGLError("glVertexAttribPointer");
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for (int y = 0; y < GRID_HEIGHT; y++)
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{
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for (int x = 0; x < GRID_WIDTH; x++)
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{
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Matrix.setIdentityM(m_modelview, 0);
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Matrix.translateM(m_modelview, 0,
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x - GRID_WIDTH / 2.0f, y - GRID_HEIGHT / 2.0f, 0);
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Matrix.scaleM(m_modelview, 0, 0.9f, 0.9f, 0.9f);
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GLES20.glUniformMatrix4fv(
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GLES20.glGetUniformLocation(m_program, "modelview"),
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1, false, m_modelview, 0);
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m_quad_attrib_buffer.position(0);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 4);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 4);
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checkGLError("glDrawArrays");
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checkGLError("glDrawArrays");
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}
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}
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GLES20.glDisableVertexAttribArray(attr_pos);
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GLES20.glDisableVertexAttribArray(attr_pos);
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checkGLError("glDisableVertexAttribArray");
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checkGLError("glDisableVertexAttribArray");
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}
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}
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