Strict Standards: Non-static method utf_normalizer::nfc() should not be called statically in /www/htdocs/w006661d/anddev/includes/utf/utf_tools.php on line 1781
[phpBB Debug] PHP Notice: in file /bbc_download.php on line 73: Cannot modify header information - headers already sent by (output started at /includes/utf/utf_tools.php:1781)
[phpBB Debug] PHP Notice: in file /bbc_download.php on line 74: Cannot modify header information - headers already sent by (output started at /includes/utf/utf_tools.php:1781)
[phpBB Debug] PHP Notice: in file /bbc_download.php on line 75: Cannot modify header information - headers already sent by (output started at /includes/utf/utf_tools.php:1781)
[phpBB Debug] PHP Notice: in file /bbc_download.php on line 76: Cannot modify header information - headers already sent by (output started at /includes/utf/utf_tools.php:1781)
[phpBB Debug] PHP Notice: in file /bbc_download.php on line 77: Cannot modify header information - headers already sent by (output started at /includes/utf/utf_tools.php:1781)
[phpBB Debug] PHP Notice: in file /bbc_download.php on line 78: Cannot modify header information - headers already sent by (output started at /includes/utf/utf_tools.php:1781)
public void onSurfaceCreated(GL10 gl, EGLConfig config) { // Set the background color to red ( rgba ). gl.glClearColor(1.0f, 0.0f, 0.0f, 0.5f); // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH); // Depth buffer setup. gl.glClearDepthf(1.0f); // Enables depth testing. gl.glEnable(GL10.GL_DEPTH_TEST); // The type of depth testing to do. gl.glDepthFunc(GL10.GL_LEQUAL); // Really nice perspective calculations. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); } public void onDrawFrame(GL10 gl) { // Clears the screen and depth buffer. gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // Modelview Matrix selektieren gl.glMatrixMode(GL10.GL_MODELVIEW); // Replace the current Matrix with the identity matrix gl.glLoadIdentity(); // Translates 6 units into the screen gl.glTranslatef(0, 0, -10); // Draw RECTANGLE square.draw(gl); // CUBE // Save the current matrix gl.glPushMatrix(); gl.glTranslatef(0, 0, -5); // Draw the cube root.draw(gl); // Restore the last matrix gl.glPopMatrix(); } public void onSurfaceChanged(GL10 gl, int width, int height) { for(int i = 0; i < 2; i++) { if(i==0) { // Main Viewport gl.glViewport(0, 0, width, height); // Select the projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); // Reset the projection matrix gl.glLoadIdentity(); // Setup orthographic projection. Consider aspect ratio to avoid distortion. if(width < height) { gl.glOrthof(-1.0f, 1.0f, -1.0f * height / width, 1.0f * height / width, -2.0f, 10.0f); } else { gl.glOrthof(-1.0f * width / height, 1.0f * width / height, -1.0f, 1.0f, -2.0f, 10.0f); } GLU.gluLookAt(gl, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); } if(i==1) { // Sets the cube's viewport. gl.glViewport(width/2, height/3, width/2, height/3); // Select the projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); // Reset the projection matrix gl.glLoadIdentity(); // Calculate the aspect ratio of the window GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, -2.0f, 10.0f); GLU.gluLookAt(gl, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); } // Select the modelview matrix gl.glMatrixMode(GL10.GL_MODELVIEW); // Reset the modelview matrix gl.glLoadIdentity(); // Clear Depth Buffer gl.glClear(GL10.GL_DEPTH_BUFFER_BIT); } }