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public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glEnable(GL10.GL_DITHER); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glHint(GL10.GL_FOG_HINT, GL10.GL_NICEST); gl.glClearColor(0f, 0f, 0f, 1f); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glGenTextures(1, tex, 0); gl.glBindTexture(GL10.GL_TEXTURE_2D, tex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); bitmap = Bitmap.createBitmap(16 * 16 * 4, 16, Bitmap.Config.ARGB_8888); // Draw the texture in red/white hatched dots for (int y = 0; y < 16; y += 2) { for (int x = 0; x < 1024; x += 2) { bitmap.setPixel(x, y, Color.WHITE); bitmap.setPixel(x + 1, y, Color.RED); } for (int x = 0; x < 1024; x += 2) { bitmap.setPixel(x, y + 1, Color.RED); bitmap.setPixel(x + 1, y + 1, Color.WHITE); } } GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); gl.glEnable(GL10.GL_ALPHA_TEST); gl.glAlphaFunc(GL10.GL_GREATER, 0.01f); gl.glEnable(GL10.GL_FOG); gl.glFogx(GL10.GL_FOG_MODE, GL10.GL_LINEAR); gl.glFogf(GL10.GL_FOG_START, 2.5f); gl.glFogf(GL10.GL_FOG_END, 5f); float[] fogCol = new float[] { 0.0f, 0.0f, 0.0f, 1.0f }; gl.glFogfv(GL10.GL_FOG_COLOR, fogCol, 0); }