Android gluLookAt不工作,尽管使用Push/PopMatrix进行转换
我试图在Android应用程序中使用gluLookAt来移动“摄像头”,但没有看到任何结果。我环顾四周,发现任何glLoadIndentity()调用都会重置矩阵,从而取消gllookat的效果 问题是,无论我在我的注视电话里放了什么,都不会动 下面是我的曲面设置的相关部分:Android gluLookAt不工作,尽管使用Push/PopMatrix进行转换,android,opengl-es,Android,Opengl Es,我试图在Android应用程序中使用gluLookAt来移动“摄像头”,但没有看到任何结果。我环顾四周,发现任何glLoadIndentity()调用都会重置矩阵,从而取消gllookat的效果 问题是,无论我在我的注视电话里放了什么,都不会动 下面是我的曲面设置的相关部分: public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glDisable(GL10.GL_DITHER); gl.glEnable(GL1
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glDisable(GL10.GL_DITHER);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearColor(0f, 0f, 0f, 0.5f);
gl.glClearDepthf(1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluPerspective(gl, 45f, (float) width / (float) height, 0.01f, 200f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
}
然后我的画框方法是:
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
GLU.gluLookAt(gl, 0, 0, 100, 0, 0, 0, 0, 1, 0);
for (int i = 0; i < obj.size; i++) { // obj is an array of positions
obj = mObj[i];
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glTranslatef(obj.position.x(), obj.position.y(), obj.position.z());
gl.glRotatef(obj.rotation.x(), 1f, 0f, 0f);
gl.glRotatef(obj.rotation.y(), 0f, 1f, 0f);
gl.glRotatef(obj.rotation.z(), 0f, 0f, 1f);
obj.draw(gl); // the objects 'draw' themselves
gl.glPopMatrix();
}
}
试一试这个版本:
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
GLU.gluLookAt(gl, 0, 0, 100, 0, 0, 0, 0, 1, 0);
for (int i = 0; i < obj.size; i++) { // obj is an array of positions
obj = mObj[i];
gl.glPushMatrix();
gl.glTranslatef(obj.position.x(), obj.position.y(), obj.position.z());
gl.glRotatef(obj.rotation.x(), 1f, 0f, 0f);
gl.glRotatef(obj.rotation.y(), 0f, 1f, 0f);
gl.glRotatef(obj.rotation.z(), 0f, 0f, 1f);
obj.draw(gl); // the objects 'draw' themselves
gl.glPopMatrix();
}
}
public void onDrawFrame(GL10 gl){
gl.glClear(GL10.gl_颜色_缓冲_位| GL10.gl_深度_缓冲_位);
gl.glLoadIdentity();
GLU.gluLookAt(gl,0,0,100,0,0,0,1,0);
for(inti=0;i
Aargh,我是个白痴。仍然掌握着这些glloadIdentity的窍门:)整个状态模型,矩阵变换序列的东西对我来说是新的。非常感谢。没问题,很高兴这是一个简单的解决方法:)
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
GLU.gluLookAt(gl, 0, 0, 100, 0, 0, 0, 0, 1, 0);
for (int i = 0; i < obj.size; i++) { // obj is an array of positions
obj = mObj[i];
gl.glPushMatrix();
gl.glTranslatef(obj.position.x(), obj.position.y(), obj.position.z());
gl.glRotatef(obj.rotation.x(), 1f, 0f, 0f);
gl.glRotatef(obj.rotation.y(), 0f, 1f, 0f);
gl.glRotatef(obj.rotation.z(), 0f, 0f, 1f);
obj.draw(gl); // the objects 'draw' themselves
gl.glPopMatrix();
}
}