Android OpenGL可以在模拟器上工作,但不能在手机上工作

Android OpenGL可以在模拟器上工作,但不能在手机上工作,android,opengl-es,surfaceview,glulookat,Android,Opengl Es,Surfaceview,Glulookat,我有以下渲染器代码: package hello.project; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.content.Context; import android.opengl.GLSurfaceView.Renderer; import android.opengl.GLU; public cla

我有以下渲染器代码:

package hello.project;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.opengl.GLSurfaceView.Renderer;
import android.opengl.GLU;

public class HelloOpenGLES10Renderer implements Renderer {

private Square      square;
private Square2         square2;// the square
private Context     context;
private Context     context2;
public static int w,h;


/** Constructor to set the handed over context */
public HelloOpenGLES10Renderer(Context context) {
    this.square     = new Square();
    this.square2        = new Square2();
    this.context=context;


}

public void onDrawFrame(GL10 gl) {
    /*Square.loadGLTexture(gl, this.context,Square.getSex()); 
    Square2.loadGLTexture(gl, this.context,Square2.getHair()); 
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glLoadIdentity(); 
    GLU.gluPerspective(gl, 45.0f, (float)w / (float)h, 0.1f, 100.0f);
    GLU.gluLookAt(gl, 0, 1, 5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
    gl.glColor4f(1.0f, 1.0f, 1.0f, 2.0f);
    square.draw(gl);
    square2.draw(gl);*/

    // clear Screen and Depth Buffer
    Square.loadGLTexture(gl, this.context,Square.getSex()); 
    Square2.loadGLTexture(gl, this.context,Square2.getHair()); 
    gl.glColor4f(1.0f, 1.0f, 1.0f, 2.0f);   
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

      // Reset the Modelview Matrix
      gl.glLoadIdentity();
     // GLU.gluLookAt(gl, 0, 0, 0, 0, 0, 0, 0, 0, 0);
      // Drawing
      gl.glTranslatef(0.0f, 0.0f, -5.0f);  // move 5 units INTO the screen
      square.draw(gl);
      square2.draw(gl); 
}


public void onSurfaceChanged(GL10 gl, int width, int height) {
    if(height == 0) {           //Prevent A Divide By Zero By
        height = 1;             //Making Height Equal One
    }

    w=width;
    h=height;
    gl.glViewport(0, 0, width, height);     //Reset The Current Viewport
    gl.glMatrixMode(GL10.GL_PROJECTION);    //Select The Projection Matrix
    gl.glLoadIdentity();        //Reset The Projection Matrix

    //Calculate The Aspect Ratio Of The Window
    GLU.gluPerspective(gl, 45.0f, (float)width / (float)height, 0.1f, 100.0f);

    gl.glMatrixMode(GL10.GL_MODELVIEW);     //Select The Modelview Matrix
    gl.glLoadIdentity();        //Reset The Modelview Matrix
}


public void onSurfaceCreated(GL10 gl, EGLConfig config) {
      // Load the texture for the square
    gl.glEnable(GL10.GL_BLEND);
    gl.glEnable(GL10.GL_TEXTURE_2D); 
    gl.glShadeModel(GL10.GL_FLAT);    //Enable Smooth Shading
    //gl.glEnable(GL10.GL_ALPHA_TEST);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
    //gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
      Square.loadGLTexture(gl, this.context,Square.getSex());
    //  gl.glAlphaFunc(GL10.GL_GREATER, 0.5f);

      gl.glDisable(GL10.GL_DEPTH_TEST);
      gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);  //Black Background
      gl.glClearDepthf(1.0f);      //Depth Buffer Setup
      gl.glDepthFunc(GL10.GL_NEVER);    //The Type Of Depth Testing To Do

      //Really Nice Perspective Calculations
      gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

     }
}
如果我使用
onDrawFrame
中的当前代码,它非常适合模拟器,但是在手机上
SurfaceView
是空白的,我什么也得不到。 我在一篇帖子上发现我应该使用GLU.gluLookAt();而不是gl.glLoadIdentity(); 如果我这样做(在onDrawFrame中注释的代码),它会工作,我会得到背景,但我的纹理不会加载,无论是在手机上还是在模拟器上。我必须做什么才能加载它们和应用程序才能工作

编辑1:我评论了
GLU.GLU透视图(gl,45.0f,(float)w/(float)h,0.1f,100.0f)行,现在它显示我的纹理,但程序强制在几秒钟后关闭

我得到下一个LogCat错误:

 06-29 14:28:07.126: E/Adreno200-EGL(4825): eglLockWindowSurface: failed to map the memory for fd=54 offs=7385088
 06-29 14:28:07.126: E/Adreno200-EGL(4825): egliSwapWindowSurface: oglSwapBuffer failed
 06-29 14:28:07.126: E/EglHelper(4825): eglSwapBuffers glGetError = %d1285
 06-29 14:28:07.126: E/Adreno200-EGL(4825): eglLockWindowSurface: failed to map the memory for fd=54 offs=7385088
 06-29 14:28:07.276: W/dalvikvm(4825): threadid=9: thread exiting with uncaught exception (group=0x4001d5a0)
 06-29 14:28:07.276: E/AndroidRuntime(4825): FATAL EXCEPTION: GLThread 10
 06-29 14:28:07.276: E/AndroidRuntime(4825): java.lang.RuntimeException: eglSwapBuffers failed: EGL_BAD_ALLOC
 06-29 14:28:07.276: E/AndroidRuntime(4825):    at android.opengl.GLSurfaceView$EglHelper.throwEglException(GLSurfaceView.java:1084)
 06-29 14:28:07.276: E/AndroidRuntime(4825):    at android.opengl.GLSurfaceView$EglHelper.swap(GLSurfaceView.java:1042)
 06-29 14:28:07.276: E/AndroidRuntime(4825):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1368)
 06-29 14:28:07.276: E/AndroidRuntime(4825):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1122)
 06-29 14:28:09.268: I/Process(4825): Sending signal. PID: 4825 SIG: 9

有什么想法可以解释这意味着什么吗?

主要是由于没有正确处理
glSurfaceView
而导致的错误

必须将当前活动生命周期通知
glSurfaceView
。请看这里:

另外,您的纹理有多大,如何确保其格式正确?

我的onDrawFrame()中有这两个函数:

Square.loadGLTexture(gl, this.context,Square.getSex()); 
Square2.loadGLTexture(gl, this.context,Square2.getHair()); 
他们不断地在每一帧上重新加载,直到内存被填满并崩溃。 更改为:

if (Project.ifDraw){
        Square.loadGLTexture(gl, this.context,Square.getSex()); 
        Square2.loadGLTexture(gl, this.context,Square2.getHair());
        Project.ifDraw=false;
    }
在我的专题课上:

public static boolean ifDraw=true;
OnClickListeners实现了:

 mGLView.invalidate();
ifDraw=true;

也许你在onDrawFrame()中的loadGLTexture()调用试图(重新)加载每一帧的纹理,这样你的内存就满了?是的,我也注意到了,我在那里实现了一个布尔值,现在一切都好了,我正要回答我自己的问题,但你做到了:D纹理的格式正确。问题是在onDraw中加载纹理导致它使用所有内存并崩溃