在Arne Bergene Fossaa的帮助下,我得到了这个解决方案:
int size = m_TexBitmap.getRowBytes() * m_TexBitmap.getHeight();
ByteBuffer bb = ByteBuffer.allocateDirect(size); // size is good
bb.order(ByteOrder.nativeOrder());
m_TexBitmap.copyPixelsToBuffer(bb);
bb.position(0);
ETC1Texture etc1tex;
// RGB_565 is 2 bytes per pixel
//ETC1Texture etc1tex = ETC1Util.compressTexture(bb, m_TexWidth, m_TexHeight, 2, 2*m_TexWidth);
final int encodedImageSize = ETC1.getEncodedDataSize(m_TexWidth, m_TexHeight);
ByteBuffer compressedImage = ByteBuffer.allocateDirect(encodedImageSize).order(ByteOrder.nativeOrder());
// RGB_565 is 2 bytes per pixel
ETC1.encodeImage(bb, m_TexWidth, m_TexHeight, 2, 2*m_TexWidth, compressedImage);
etc1tex = new ETC1Texture(m_TexWidth, m_TexHeight, compressedImage);
//ETC1Util.loadTexture(GL10.GL_TEXTURE_2D, 0, 0, GL10.GL_RGB, GL10.GL_UNSIGNED_SHORT_5_6_5, etc1tex);
gl.glCompressedTexImage2D(GL10.GL_TEXTURE_2D, 0, ETC1.ETC1_RGB8_OES, m_TexWidth, m_TexHeight, 0, etc1tex.getData().capacity(), etc1tex.getData());
bb = null;
compressedImage = null;
etc1tex = null;
我知道ETC1Util.compressTexture和ETC1Util.loadTexture,但他们提供了损坏的纹理.好消息是我从原来的内存消耗从100MB减少到26MB.但是这个解决方案很慢.即使它是在具有最小优先级的单独线程上完成的,渲染线程也完全被阻止.有更好的方式吗?或者我是否必须在新设备上首次运行时创建这些ETC1纹理并将它们保存到SD卡中以便以后重复使用?