在
http://blog.csdn.net/qq_31726827/article/details/51265186这一篇大概介绍了坐标系,但是如何应用的呢?并没有特别说明,下面通过测试Sample来说一下.
第一个想说的:世界坐标系,这个坐标很容易,opengl 坐标原点默认给在屏幕中间,一般3D 顶点参照使用这个坐标系,具体参见上面的博客.这里介绍一下着色是如何进行的,工程代码参照上一篇的代码:
private float vertexs[]={
0.0f,0.0f,0.0f,
1.0f,0.0f,0.0f,
0.0f,1.0f,0.0f
};
private float colors[]={
1.0f,0.0f,0.0f,1.0f,//R,G,B,A
0.0f,1.0f,0.0f,1.0f,
0.0f,0.0f,1.0f,1.0f
};
上面给出顶点坐标和着色颜色.下面来看看它的具体使用:
mPositionHandle=GLES20.glGetAttribLocation(mProgram,"a_Position");
GLES20.glVertexAttribPointer(mPositionHandle,3,GLES20.GL_FLOAT,false,0,vertexsBuffer);
GLES20.glEnableVertexAttribArray(mP