我有一系列OpenGL-ES调用,正确地渲染三角形,并在模拟器(2.0.1)上使用alpha混合进行纹理化.当我在实际的设备(Droid 2.0.1)上启动相同的代码时,我得到的都是白色方块.
这对我来说,纹理没有加载,但是我不知道为什么它们不加载.我所有的纹理都是32位PNG,具有alpha通道,在res / raw下,因此它们没有按照sdk docs进行优化.
以下是我加载纹理的方式:
private void loadGLTexture(GL10 gl, Context context, int reasource_id, int texture_id)
{
//Get the texture from the Android resource directory
Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), reasource_id, sBitmapOptions);
//Generate one texture pointer...
gl.glGenTextures(1, textures, texture_id);
//...and bind it to our array
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[texture_id]);
//Create Nearest Filtered Texture
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
//Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);
//Use the Android GLUtils to specify a two-dimensional texture image from our bitmap
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
//Clean up
bitmap.recycle();
}
以下是渲染纹理的方式:
//Clear
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
//Enable vertex buffer
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
//Push transformation matrix
gl.glPushMatrix();
//Transformation matrices
gl.glTranslatef(x, y, 0.0f);
gl.glScalef(scalefactor, scalefactor, 0.0f);
gl.glColor4f(1.0f,1.0f,1.0f,1.0f);
//Bind the texture
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[textureid]);
//Draw the vertices as triangles
gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer);
//Pop the matrix back to where we left it
gl.glPopMatrix();
//Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
这里是我启用的选项:
gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading
gl.glEnable(GL10.GL_DEPTH_TEST); //Enables Depth Testing
gl.glDepthFunc(GL10.GL_LEQUAL); //The Type Of Depth Testing To Do
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA);
编辑:我刚刚尝试向BitmapFactory.decodeResource()调用提供一个BitmapOptions,但这似乎并没有解决问题,尽管手动设置了相同的preferredconfig,density和targetdensity.
编辑2:根据要求,这里是模拟器工作的截图.底层三角形显示为呈现在其上的圆形纹理,透明度正在工作,因为您可以看到黑色背景.
删除死亡的ImageShack链接
这里是一个什么droid做的与完全相同的代码的镜头:
删除死亡的ImageShack链接
EDIT3:
这是我的BitmapOptions,更新了上面的调用,我现在正在调用BitmapFactory,结果仍然如下所示:
sBitmapOptions.inPreferredConfig = Bitmap.Config.RGB_565;
sBitmapOptions.inDensity = 160;
sBitmapOptions.inTargetDensity = 160;
sBitmapOptions.inScreenDensity = 160;
sBitmapOptions.inDither = false;
sBitmapOptions.inSampleSize = 1;
sBitmapOptions.inScaled = false;
这里是我的顶点,纹理坐标和索引:
/** The initial vertex definition */
private static final float vertices[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f
};
/** The initial texture coordinates (u, v) */
private static final float texture[] = {
//Mapping coordinates for the vertices
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
/** The initial indices definition */
private static final byte indices[] = {
//Faces definition
0,1,3, 0,3,2
};
一旦将其加载到OpenGL ES中,是否有权转储纹理的内容?也许我可以将仿真器的加载纹理与实际设备的加载纹理进行比较?
我尝试使用不同的纹理(默认的android图标),并且再次,它适用于模拟器,但无法在实际的手机上呈现.
Edit4:当纹理加载时,尝试切换.没有运气.尝试使用0的恒定偏移量到glGenTextures,没有变化.
有没有我使用的模拟器支持实际的手机没有?
Edit5:Per Ryan下面我将我的纹理从200×200调整到256×256,并且问题没有解决.
编辑:根据要求,将调用添加到glVertexPointer和glTexCoordPointer上面.另外,这里是vertexBuffer,textureBuffer和indexBuffer的初始化:
ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
vertexBuffer = byteBuf.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
byteBuf = ByteBuffer.allocateDirect(texture.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
textureBuffer = byteBuf.asFloatBuffer();
textureBuffer.put(texture);
textureBuffer.position(0);
indexBuffer = ByteBuffer.allocateDirect(indices.length);
indexBuffer.put(indices);
indexBuffer.position(0);
loadGLTextures(gl, this.context);