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Android gluLookAt不工作,尽管使用Push/PopMatrix进行转换_Android_Opengl Es - Fatal编程技术网

Android gluLookAt不工作,尽管使用Push/PopMatrix进行转换

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

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(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();
    }
}