Android OpenGL纹理未渲染
以下是我的GL初始化代码:Android OpenGL纹理未渲染,android,opengl-es,textures,Android,Opengl Es,Textures,以下是我的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(GL
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)));
这是我的纹理课
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,除了一个形状和纹理位置正确的白色框之外,什么都没有画
图像大小为50x50,我认为这是由于2 thing的强大,但这个问题也发生在模拟器上
此外,我确实在日志中得到一个错误,它说:“GL纹理加载错误:无效值”,但我不知道这意味着什么
最后,我像这样绘制纹理:
gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
textures.get("ball").draw(gl, 10, 10);
发件人:
- 如果internalFormat不是1、2、3、4或1,则生成GL_无效_值 可接受的分辨率和格式符号常量之一
- 如果宽度或高度小于0或 大于2+最大纹理大小
- 如果不使用两个纹理的非幂,则生成GL_无效_值 支持,宽度或高度不能表示为2k+2 某个整数值k的边界
- 如果边框不是0或1,则生成GL_无效_值
gl.glGenTextures(1, texture, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, 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();
我在做:
public class ScalePowerof2 { // some devices require to scale texture bitmaps to power of 2 size 'ScalePower2.scalePowerof2(Bitmpap)' does the job
private static boolean isPowerof2(int v) { // is v a 2^n ?
for (int i=1; i!=0; i<<=1) if (v==i) return true;
return false;
}
private static int closestPowerof2(int v) { // n | 2^n <= v
for (int i=1; i!=0; i<<=1) if (i>=v) return i;
return 0;
}
public static Bitmap scalePowerof2(Bitmap bmp) {
Bitmap b=null;
if (bmp!=null) {
int w=bmp.getWidth(), h=bmp.getHeight();
if (isPowerof2(w) & isPowerof2(h)) return bmp; // ok, both 2^n nothing to do
w=closestPowerof2(w); h=closestPowerof2(h); // new 2^n values
b=Bitmap.createScaledBitmap(bmp, w, h, false);
}
return b;
}
public class ScalePowerof2{//一些设备需要将纹理位图缩放到2倍大小的“ScalePower2.ScalePowerof2(Bitmpap)”来完成这项工作
私有静态布尔值isPowerof2(int v){//v是2^n吗?
对于(int i=1;i!=0;i)这里是用于加载纹理的代码?