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public boolean onTouchEvent(MotionEvent event) { float x = event.getX(); float y = event.getY(); if(event.getAction() == MotionEvent.ACTION_MOVE) { float dx = x - oldX; float dy = y - oldY; //Define camera change areas (8% up down left right) //Leaves a middle area which can be used to select components int upperArea = this.getHeight() / 8; int lowerArea = this.getHeight() - upperArea; int leftArea = this.getWidth() / 8; int rightArea = this.getWidth() - leftArea; /***************************/ /** CAMERA CHANGING AREA **/ /***************************/ if(x < leftArea || x > rightArea) { xrot += dy * TOUCH_SCALE;//changes camera view up or down } if(y > lowerArea || y < upperArea) { yrot += dx * TOUCH_SCALE;//changes camera view left or right } /** * Where the magic is meant to happen, touch screen, read colour, check */ CurrentGL.glClearColor(0.0f,0.0f,0.0f,0.0f); CurrentGL.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); CurrentGL.glLoadIdentity(); //This and lighting disabled to only allow rendering of solid colours CurrentGL.glDisable(GL10.GL_DITHER); CurrentGL.glDisable(GL10.GL_LIGHTING); CurrentGL.glDisable(GL10.GL_TEXTURE_2D); CurrentGL.glDisable(GL10.GL_FOG); CurrentGL.glEnable(GL10.GL_COLOR_MATERIAL); CurrentGL.glShadeModel(GL10.GL_FLAT); try { for(int i = 0; i < TriangleObjects.size();i++) { TriangleObjects.get(i).picking(CurrentGL);//renders the triangles with their unique colours } } catch(Exception e) { System.out.println("End of list or no Triangle objects in list"); } ByteBuffer PixelBuffer = ByteBuffer.allocateDirect(4); PixelBuffer.order(ByteOrder.nativeOrder()); CurrentGL.glReadPixels((int)x, (int) y, 1, 1, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, PixelBuffer); System.out.println(PixelBuffer.get(0) + " "+ PixelBuffer.get(1)+ " " + PixelBuffer.get(2) + " " + PixelBuffer.get(3));//prints out the RGBA values for testing so far only 0 0 0 0 } } oldX = x; oldY = y; return true; }