Searched refs:GL_DEPTH_BUFFER_BIT (Results 1 – 25 of 32) sorted by relevance
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76 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); in onDrawFrame()106 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); in drawOnscreen()147 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); in drawOffscreenImage()
41 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); in onDrawFrame()
123 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); in onDrawFrame()
138 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in onDrawFrame()
125 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); in onDrawFrame()
53 GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); in onDrawFrame()
315 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); in onDrawFrame()
66 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); in onDrawFrame()
52 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); in onDrawFrame()
53 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); in onDrawFrame()
64 GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); in onDrawFrame()
157 glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); in renderFrame()
99 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); in onDrawFrame()
51 GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); in onDrawFrame()
229 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in render()
95 GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); in onDrawFrame()
102 GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); in onDrawFrame()
200 gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT); in onDraw()
195 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); in DrawFrame()
184 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); in DrawFrame()
152 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); in onDrawFrame()
525 glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); in prepareFrame()
45 #define GL_DEPTH_BUFFER_BIT 0x00000100 macro
47 #define GL_DEPTH_BUFFER_BIT 0x00000100 macro
76 #define GL_DEPTH_BUFFER_BIT 0x00000100 macro