一些图片赢得';t加载-android openGL纹理

一些图片赢得';t加载-android openGL纹理,android,opengl-es,android-resources,Android,Opengl Es,Android Resources,我有一个GLSURFACHEVIEW,它正在绘制一个正方形,我正在尝试使用image.png对其进行纹理化。我在同一个可绘制文件夹中使用了两个不同的png文件。。当我引用其中一个时,它加载得很好,但是如果我将R.image.png切换到另一个,我的sqaure就会变成白色。。有人能帮忙吗?下面是我的square类和我的glView 正方形: package com.eliddell.AR; import java.io.InputStream; import java.n

我有一个GLSURFACHEVIEW,它正在绘制一个正方形,我正在尝试使用image.png对其进行纹理化。我在同一个可绘制文件夹中使用了两个不同的png文件。。当我引用其中一个时,它加载得很好,但是如果我将R.image.png切换到另一个,我的sqaure就会变成白色。。有人能帮忙吗?下面是我的square类和我的glView

正方形:

    package com.eliddell.AR;
    import java.io.InputStream;
    import java.nio.ByteBuffer;
    import java.nio.ByteOrder;
    import java.nio.FloatBuffer;
    import javax.microedition.khronos.opengles.GL10;
    import android.content.Context;
    import android.graphics.Bitmap;
    import android.graphics.BitmapFactory;
    import android.opengl.GLUtils;

    public class Square {

       private FloatBuffer vertexBuffer;   // buffer holding the vertices

       private float vertices[] = {
        -1.0f, -1.0f,  0.0f,        // V1 - bottom left
        -1.0f,  1.0f,  0.0f,        // V2 - top left
        1.0f, -1.0f,  0.0f,        // V3 - bottom right
        1.0f,  1.0f,  0.0f         // V4 - top right

};

private FloatBuffer textureBuffer;  // buffer holding the texture coordinates
private float texture[] = {
        // Mapping coordinates for the vertices
        0.0f, 1.0f,     // top left     (V2)
        0.0f, 0.0f,     // bottom left  (V1)
        1.0f, 1.0f,     // top right    (V4)
        1.0f, 0.0f      // bottom right (V3)

};


public Square() {

    ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
    byteBuffer.order(ByteOrder.nativeOrder());
    vertexBuffer = byteBuffer.asFloatBuffer();
    vertexBuffer.put(vertices);
    vertexBuffer.position(0);

    byteBuffer = ByteBuffer.allocateDirect(texture.length * 4);
    byteBuffer.order(ByteOrder.nativeOrder());
    textureBuffer = byteBuffer.asFloatBuffer();
    textureBuffer.put(texture);
    textureBuffer.position(0);

}
/** The texture pointer */
private int[] textures = new int[1];

public void loadGLTexture(GL10 gl, Context context) {
    // loading texture
    InputStream is =                                     context.getResources().openRawResource(R.drawable.android);
    Bitmap bitmap = BitmapFactory.decodeStream(is);
    //Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(),R.drawable.android);

    // generate one texture pointer
    gl.glGenTextures(1, textures, 0);
    // ...and bind it to our array
    gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);

    // create nearest filtered texture
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);

    // Use Android GLUtils to specify a two-dimensional texture image from our bitmap
    GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);

    // Clean up
    bitmap.recycle();
}
public void draw(GL10 gl) {
    // bind the previously generated texture
    gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);

    // Point to our buffers
    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

    // Set the face rotation
    gl.glFrontFace(GL10.GL_CW);

    // Point to our vertex buffer
    gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
    gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);

    // Draw the vertices as triangle strip
    gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);

    //Disable the client state before leaving
    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

}

   }
以及我的GLSURFACHEVIEW和Render:

    package com.eliddell.AR;

    import javax.microedition.khronos.egl.EGLConfig;
    import javax.microedition.khronos.opengles.GL10;
    import android.opengl.GLU;
    import android.content.Context;
    import android.graphics.PixelFormat;
    import android.hardware.Camera;
    import android.opengl.GLSurfaceView;
    import android.opengl.GLSurfaceView.Renderer;
    import android.view.SurfaceHolder;

    public class GLLayer extends GLSurfaceView implements SurfaceHolder.Callback, Camera.PreviewCallback, Renderer {

private Context context;
private Square square;   // the triangle to be drawn


public GLLayer(Context context) {
    super(context);
    this.context = context;
    this.square = new Square();

    // settings for translucent glView
    this.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
    this.getHolder().setFormat(PixelFormat.TRANSLUCENT);

    // set render to inline 
    this.setRenderer(this);

}

@Override
public void onDrawFrame(GL10 gl) {
    // clear Screen and Depth Buffer
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

    // Reset the Modelview Matrix
    gl.glLoadIdentity();

    // Drawing
    gl.glTranslatef(0.0f, 0.0f, -5.0f);     // move 5 units INTO the screen
                                            // is the same as moving the camera 5 units away
    square.draw(gl);                      // Draw the triangle

}

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


}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig arg1) {
    // Load the texture for the square
    square.loadGLTexture(gl, this.context);

    gl.glEnable(GL10.GL_TEXTURE_2D);            //Enable Texture Mapping ( NEW )
    gl.glShadeModel(GL10.GL_SMOOTH);            //Enable Smooth Shading
    gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);    //Black Background
    gl.glClearDepthf(1.0f);                     //Depth Buffer Setup
    gl.glEnable(GL10.GL_DEPTH_TEST);            //Enables Depth Testing
    gl.glDepthFunc(GL10.GL_LEQUAL);             //The Type Of Depth Testing To Do

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

}

@Override
public void onPreviewFrame(byte[] data, Camera camera) {
    // TODO Auto-generated method stub

}

    }

很可能你的纹理具有二维的力量。 Opengl只能加载具有pot(两倍幂)大小的纹理,如:32X32、64X64、128X128。。。。。而不是36X36,48X48


更改图像大小。

ruh roh。。如你所知,你是对的。。不过,这引起了一个担忧。我未来的计划是用网络上的图像为广场制作纹理。。这是个问题吗?这是可能的吗?在这种情况下(如果我理解正确的话),你需要首先检查来自web的图像是否为pot大小,如果不是,你需要在加载到opengl之前调整位图的大小。请看这个,了解如何调整位图的大小。好的,现在我正在尝试从photoshop cs5创建可以用作纹理的png文件。我已经创建了一个72dpi的256x256图像,并将其保存为png-24,但它不起作用。在为openGL纹理创建png图像时,我是否缺少一些特殊的步骤?