Android 上的 OpenGL 深度缓冲区问题
我正在为 Android 开发 3D 渲染引擎。我在深度缓冲区方面遇到了一些问题。我正在画一些立方体,一大两个小,它们会落在较大的立方体之上。在渲染时,我发现深度缓冲区显然有问题,如以下屏幕截图所示:
此屏幕截图是在带有 OpenGL ES 1.1 的 HTC Hero(运行 Android 2.3.4)上拍摄的。整个应用程序(仍然)针对 OpenGL ES 1.1。它在模拟器上看起来确实一样。
这些是渲染器中我的 onSurfaceCreated 方法中的调用:
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
Log.d(TAG, "onsurfacecreated method called");
int[] depthbits = new int[1];
gl.glGetIntegerv(GL_DEPTH_BITS, depthbits, 0);
Log.d(TAG, "Depth Bits: " + depthbits[0]);
gl.glDisable(GL_DITHER);
gl.glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
gl.glClearColor(1, 1, 1, 1);
gl.glClearDepthf(1f);
gl.glEnable(GL_CULL_FACE);
gl.glShadeModel(GL_SMOOTH);
gl.glEnable(GL_DEPTH_TEST);
gl.glMatrixMode(GL_PROJECTION);
gl.glLoadMatrixf(
GLUtil.matrix4fToFloat16(mFrustum.getProjectionMatrix()), 0);
setLights(gl);
}
深度位的 GL 调用在设备上返回 16,在模拟器上返回 0。如果它仅在模拟器上不起作用,那就有意义了,因为显然不存在深度缓冲区。 (我尝试将 EGLConfigChooser 设置为 true,因此它将创建一个具有尽可能接近 16 位深度缓冲区的配置,但这在模拟器上不起作用。在设备上没有必要。
) onDrawFrame 方法我进行以下 OpenGL 调用:
gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl.glClearDepthf(1);
然后对于每个立方体:
gl.glEnableClientState(GL_VERTEX_ARRAY);
gl.glFrontFace(GL_CW);
gl.glVertexPointer(3, GL_FIXED, 0, mVertexBuffer);
// gl.glColorPointer(4, GL_FIXED, 0, mColorBuffer);
gl.glEnableClientState(GL_NORMAL_ARRAY);
gl.glNormalPointer(GL_FIXED, 0, mNormalBuffer);
// gl.glEnable(GL_TEXTURE_2D);
// gl.glTexCoordPointer(2, GL_FLOAT, 0, mTexCoordsBuffer);
gl.glDrawElements(GL_TRIANGLES, mIndexBuffer.capacity(),
GL_UNSIGNED_SHORT, mIndexBuffer);
gl.glDisableClientState(GL_NORMAL_ARRAY);
gl.glDisableClientState(GL_VERTEX_ARRAY);
我缺少什么?如果需要更多代码,请询问。
感谢您的任何建议!
I am developing a 3D Rendering Engine for Android. I have experienced some issues with the depth buffer. I am drawing some cubes, one big and two small ones that will fall on top of the bigger one. While rendering I have seen that obviously something with the depth buffer is wrong, as seen in this screen shot:
This screen shot was taken on an HTC Hero (running Android 2.3.4) with OpenGL ES 1.1 The whole application is (still) targeted at OpenGL ES 1.1. It does look the same on the Emulator.
These are the calls in my onSurfaceCreated method in the renderer:
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
Log.d(TAG, "onsurfacecreated method called");
int[] depthbits = new int[1];
gl.glGetIntegerv(GL_DEPTH_BITS, depthbits, 0);
Log.d(TAG, "Depth Bits: " + depthbits[0]);
gl.glDisable(GL_DITHER);
gl.glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
gl.glClearColor(1, 1, 1, 1);
gl.glClearDepthf(1f);
gl.glEnable(GL_CULL_FACE);
gl.glShadeModel(GL_SMOOTH);
gl.glEnable(GL_DEPTH_TEST);
gl.glMatrixMode(GL_PROJECTION);
gl.glLoadMatrixf(
GLUtil.matrix4fToFloat16(mFrustum.getProjectionMatrix()), 0);
setLights(gl);
}
The GL Call for the depth bits returns 16 on the device and 0 on the emulator. It would've made sense if it only didn't work on the emulator since there obviously is no depth buffer present. (I've tried setting the EGLConfigChooser to true, so it would create a Config with as close to 16 bits depth buffer as possible, but that didn't work on the emulator. It wasn't necessary on the device.)
In my onDrawFrame method I make the following OpenGL Calls:
gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl.glClearDepthf(1);
And then for each of the cubes:
gl.glEnableClientState(GL_VERTEX_ARRAY);
gl.glFrontFace(GL_CW);
gl.glVertexPointer(3, GL_FIXED, 0, mVertexBuffer);
// gl.glColorPointer(4, GL_FIXED, 0, mColorBuffer);
gl.glEnableClientState(GL_NORMAL_ARRAY);
gl.glNormalPointer(GL_FIXED, 0, mNormalBuffer);
// gl.glEnable(GL_TEXTURE_2D);
// gl.glTexCoordPointer(2, GL_FLOAT, 0, mTexCoordsBuffer);
gl.glDrawElements(GL_TRIANGLES, mIndexBuffer.capacity(),
GL_UNSIGNED_SHORT, mIndexBuffer);
gl.glDisableClientState(GL_NORMAL_ARRAY);
gl.glDisableClientState(GL_VERTEX_ARRAY);
What am I missing? If more code is needed just ask.
Thanks for any advice!
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我现在已经可以正常工作了。问题不在于 OpenGL。 (正如班塔尔提到的)这是投影矩阵的问题。我自己管理投影矩阵,最终矩阵的计算在某种程度上被破坏了(或者至少不是 OpenGL 所期望的)。我不记得我的计算算法是从哪里得到的,但是一旦我将其更改为 OpenGL 计算投影矩阵的方式(或直接调用 glFrustumf(...)),它就工作得很好。
I got it to work correctly now. The problem was not OpenGL. It was (as Banthar mentioned) a problem with the projection matrix. I am managing the projection matrix myself and the calculation of the final matrix was somehow corrupted (or at least not what OpenGL expects). I can't remember where I got the algorithm for my calculation, but once I changed it to the way OpenGL calculates the projection matrix (or directly call glFrustumf(...)) it worked fine.
尝试启用:
try enabling: