Android OpenGL 纹理未渲染
这是我的 GL 初始化代码:
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glViewport(0, 0, width, height);
float left = 0;
float right = width;
float top = height;
float bottom = 0;
gl.glOrthof(left, right, top, bottom, -1, 1);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
textures.put("ball", new Texture(gl, BitmapFactory.decodeResource(context.getResources(), R.drawable.ball)));
这是我的纹理类
public class Texture
{
int[] texture = new int[1];
static int real_width = 0;
static int real_height = 0;
Texture(GL10 gl, Bitmap bmp)
{
real_width = bmp.getWidth();
real_height = bmp.getHeight();
gl.glGenTextures(1, texture, 0);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);
bmp.recycle();
int error = gl.glGetError();
if (error != GL10.GL_NO_ERROR)
{
Log.e("ROLL", "GL Texture Load Error: " + GLU.gluErrorString(error));
}
}
public void draw(GL10 gl, float x, float y)
{
draw(gl, x, y, real_width, real_height);
}
public void draw(GL10 gl, float x, float y, float w, float h)
{
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
float[] vertices = { x + w, y + h, x, y + h, x, y, x + w, y };
float[] textureCoords = { 1, 1, 0, 1, 0, 0, 1, 0 };
ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
FloatBuffer vertexBuffer = byteBuf.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
byteBuf = ByteBuffer.allocateDirect(textureCoords.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
FloatBuffer textureBuffer = byteBuf.asFloatBuffer();
textureBuffer.put(textureCoords);
textureBuffer.position(0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]);
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, 4);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
}
我遇到的问题是,除了纹理应在的正确形状和位置的白框之外,什么都没有绘制。
图像大小为 50x50,我认为这是由于 2 的幂造成的,但这个问题也出现在模拟器上。
另外,我确实在日志中收到错误,它显示:“GL 纹理加载错误:无效值”,但我不知道这意味着什么。
最后,我画出这样的纹理:
gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
textures.get("ball").draw(gl, 10, 10);
Here is my GL init code:
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glViewport(0, 0, width, height);
float left = 0;
float right = width;
float top = height;
float bottom = 0;
gl.glOrthof(left, right, top, bottom, -1, 1);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
textures.put("ball", new Texture(gl, BitmapFactory.decodeResource(context.getResources(), R.drawable.ball)));
And here is my Texture class
public class Texture
{
int[] texture = new int[1];
static int real_width = 0;
static int real_height = 0;
Texture(GL10 gl, Bitmap bmp)
{
real_width = bmp.getWidth();
real_height = bmp.getHeight();
gl.glGenTextures(1, texture, 0);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);
bmp.recycle();
int error = gl.glGetError();
if (error != GL10.GL_NO_ERROR)
{
Log.e("ROLL", "GL Texture Load Error: " + GLU.gluErrorString(error));
}
}
public void draw(GL10 gl, float x, float y)
{
draw(gl, x, y, real_width, real_height);
}
public void draw(GL10 gl, float x, float y, float w, float h)
{
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
float[] vertices = { x + w, y + h, x, y + h, x, y, x + w, y };
float[] textureCoords = { 1, 1, 0, 1, 0, 0, 1, 0 };
ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
FloatBuffer vertexBuffer = byteBuf.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
byteBuf = ByteBuffer.allocateDirect(textureCoords.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
FloatBuffer textureBuffer = byteBuf.asFloatBuffer();
textureBuffer.put(textureCoords);
textureBuffer.position(0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]);
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, 4);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
}
The problem I get is where nothing is drawn but a white box in the correct shape and position of where the texture should be.
The image is size 50x50 and I thought it would be due to the power of 2 thing, but this problem also occurs on the emulator.
Also, I do get an error in the log and it says: "GL Texture Load Error: invalid value", but I do not know what that means.
Finally, I draw the texture like this:
gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
textures.get("ball").draw(gl, 10, 10);
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来自glTexImage2D:
可接受的分辨率和格式符号常量之一。
大于 2 + GL_MAX_TEXTURE_SIZE。
支持,且宽度或高度不能表示为2k + 2
k 的某个整数值的边界。
我认为内部格式是错误的。尝试为您自己指定它怎么样?有关 GLUtils 的更多文档,您可以在那里找到。
但首先我发现在将纹理加载到 GL 之前您还没有绑定纹理。
From glTexImage2D:
one of the accepted resolution and format symbolic constants.
greater than 2 + GL_MAX_TEXTURE_SIZE.
supported and the width or height cannot be represented as 2k + 2
border for some integer value of k.
I assume that internal format would be wrong. What about trying to specify it for your own. More documentation about GLUtils you can find there.
But as first i see you haven't bind texture before loading it to GL.
我解决了这样做:
如果您从外部加载纹理, mogrify 将完成这项工作(find . -exec mogrify -scale '512x512!' {} \;)源代码将转换为最接近的 2 的幂调整大小的位图
}
i solved doing:
if you load textures from exteral souces this code will do the conversion to closest power of 2 resized bitmap
}