/**
* @see net.rim.device.api.opengles.GLField#initialize(GL)
*/
public void initialize(final GL renderer) {
final GL11 gl = (GL11) renderer;
_transform = new Matrix4f();
_transform.translate(0, 0, -4.0f);
_transform.scale(1.5f);
// Create the cube for "instanced" rendering
_cube = new Cube(gl);
gl.glEnable(GL10.GL_TEXTURE_2D);
// Load the texture bitmap
final Bitmap bitmap = Bitmap.getBitmapResource("BlackBerry.png");
if (bitmap != null) {
final int[] textureIds = new int[1];
gl.glGenTextures(1, textureIds, 0);
final int _texture = textureIds[0];
gl.glBindTexture(GL10.GL_TEXTURE_2D, _texture);
GLUtils.glTexImage2D(gl, 0, GL10.GL_RGB,
GL10.GL_UNSIGNED_SHORT_5_6_5, bitmap, null);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_LINEAR);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_LINEAR);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
GL10.GL_CLAMP_TO_EDGE);
}
// Setup GL state
gl.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
gl.glDisable(GL10.GL_DITHER);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_DEPTH_TEST);
initializeLights(gl);
}