Android 用黑屏代替多重纹理
我已经单独检查了纹理,效果很好。 每个纹理都是128*128像素,我正在摩托罗拉MILESTONE mobile上工作, 并测试了所有基本示例(从line到cubemap),在进行多文本处理时遇到了问题 矩形 如果我不绑定任何一个纹理,着色器工作得很好,但问题从多纹理的两个纹理开始Android 用黑屏代替多重纹理,android,opengl-es-2.0,Android,Opengl Es 2.0,我已经单独检查了纹理,效果很好。 每个纹理都是128*128像素,我正在摩托罗拉MILESTONE mobile上工作, 并测试了所有基本示例(从line到cubemap),在进行多文本处理时遇到了问题 矩形 如果我不绑定任何一个纹理,着色器工作得很好,但问题从多纹理的两个纹理开始 private float[] myRotateMatrix = new float[16]; private float[] myViewMatrix = new float[16]; private float[
private float[] myRotateMatrix = new float[16];
private float[] myViewMatrix = new float[16];
private float[] myProjectionMatrix = new float[16];
private float[] myMVPMatrix = new float[16];
private int aPositionLocation;
private int uMVPLocation;
private int aTextureCoordLocation;
private FloatBuffer rectangleVFB;
private ShortBuffer rectangleISB;
private FloatBuffer textureCFB;
private int program;
private int textureId1;
private int textureId2;
private int uSampler1Location;
private int uSampler2Location;
private void initShapes() {
float[] rectangleVFA = {-1,-1,0, 1,-1,0, 1,1,0, -1,1,0};
short[] rectangleISA = {0,1,2, 0,3,2};
float[] textureCFA = {0,0, 1,0, 1,1, 0,1};
ByteBuffer rectangleVBB = ByteBuffer.allocateDirect(rectangleVFA.length * 4);
rectangleVBB.order(ByteOrder.nativeOrder());
rectangleVFB = rectangleVBB.asFloatBuffer();
rectangleVFB.put(rectangleVFA);
rectangleVFB.position(0);
ByteBuffer rectangleIBB = ByteBuffer.allocateDirect(rectangleISA.length * 2);
rectangleIBB.order(ByteOrder.nativeOrder());
rectangleISB = rectangleIBB.asShortBuffer();
rectangleISB.put(rectangleISA);
rectangleISB.position(0);
ByteBuffer textureCBB = ByteBuffer.allocateDirect(textureCFA.length * 4);
textureCBB.order(ByteOrder.nativeOrder());
textureCFB = textureCBB.asFloatBuffer();
textureCFB.put(textureCFA);
textureCFB.position(0);
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
checkError("glViewport");
float ratio = (float) width / height;
Matrix.setLookAtM(myViewMatrix, 0, 0, 0, 6, 0, 0, 0, 0, 1, 0);
Matrix.frustumM(myProjectionMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
aPositionLocation = GLES20.glGetAttribLocation(program, "aPosition");
checkError("glGetAttribLocation");
uMVPLocation = GLES20.glGetUniformLocation(program, "uMVP");
checkError("glGetUniformLocation");
aTextureCoordLocation = GLES20.glGetAttribLocation(program, "aTextureCoord");
checkError("glGetAttribLocation");
uSampler1Location = GLES20.glGetUniformLocation(program, "uSampler1");
checkError("glGetUniformLocation");
uSampler2Location = GLES20.glGetUniformLocation(program, "uSampler2");
checkError("glGetUniformLocation");
int[] textures = new int[2];
GLES20.glGenTextures(2, textures, 0);
checkError("glGenTextures");
textureId1 = textures[0];
textureId2 = textures[1];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId1);
checkError("glBindTexture");
InputStream is1 = context.getResources().openRawResource(R.drawable.brick1);
Bitmap img1;
try {
img1 = BitmapFactory.decodeStream(is1);
}finally {
try {
is1.close();
}catch (IOException ioe) {
}
}
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, img1, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId2);
checkError("glBindTexture");
InputStream is2 = context.getResources().openRawResource(R.drawable.brick2);
Bitmap img2;
try {
img2 = BitmapFactory.decodeStream(is2);
}finally {
try {
is2.close();
}catch (IOException ioe) {
}
}
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, img2, 0);
GLES20.glPixelStorei(GLES20.GL_UNPACK_ALIGNMENT, 1);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
}
public void onDrawFrame(GL10 gl) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
checkError("glClear");
GLES20.glUseProgram(program);
checkError("glUseProgram");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
checkError("glActiveTexture");
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId1);
checkError("glBindTexture");
GLES20.glUniform1i(uSampler1Location, 0);
checkError("glUniform1i");
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
checkError("glActiveTexture");
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId2);
checkError("glBindTexture");
GLES20.glUniform1i(uSampler2Location, 1);
checkError("glUniform1i");
Matrix.setIdentityM(myRotateMatrix, 0);
Matrix.rotateM(myRotateMatrix, 0, touchX, 0, 1, 0);
Matrix.rotateM(myRotateMatrix, 0, touchY, 1, 0, 0);
Matrix.multiplyMM(myMVPMatrix, 0, myViewMatrix, 0, myRotateMatrix, 0);
Matrix.multiplyMM(myMVPMatrix, 0, myProjectionMatrix, 0, myMVPMatrix, 0);
GLES20.glVertexAttribPointer(aPositionLocation, 3, GLES20.GL_FLOAT, false, 12, rectangleVFB);
checkError("glVertexAttribPointer");
GLES20.glEnableVertexAttribArray(aPositionLocation);
checkError("glEnableVertexAttribArray");
GLES20.glVertexAttribPointer(aTextureCoordLocation, 2, GLES20.GL_FLOAT, false, 8, textureCFB);
checkError("glVertexAttribPointer");
GLES20.glEnableVertexAttribArray(aTextureCoordLocation);
checkError("glEnableVertexAttribArray");
GLES20.glUniformMatrix4fv(uMVPLocation, 1, false, myMVPMatrix, 0);
checkError("glUniformMatrix4fv");
GLES20.glDrawElements(GLES20.GL_TRIANGLES, 6, GLES20.GL_UNSIGNED_SHORT, rectangleISB);
checkError("glDrawElements");
}
在OpenGL ES 2.0中,在每次调用
glBindTexture
之后和texImage2D
之前,必须分别指定该纹理的参数
因此,如果有2个纹理(如在多重纹理中),则纹理1和纹理2各需要4个
glTexParameterf
,总共8个。由于这些代码片段看起来相当合理,您应该显示更多的代码,可能是整个着色器,以及更多的初始化和渲染代码。并确保你的纹理是完整的(如果没有mipmap,请使用GL_LINEAR
过滤),但既然你说它们单独工作,我想它们是完整的。首先:很高兴听到你的评论:D非常感谢先生的评论,下面是OpenGL ES 2.0中的代码:[已解决],在每次调用glBindTexture
之后和texImage2D
之前,必须分别指定该纹理的参数,因此如果有2个纹理(如在多纹理中),则纹理1和纹理2需要4个glTexParameterf
,总共8个是,纹理参数既不是全局的,也不是每单位状态的,但每个纹理状态。但是您不必在glTexImage
之前指定它们,当然,就在glBindTexture
之后。因此,其中一种纹理确实尝试使用mipmap过滤,而没有所有mipmap级别的完整图像。如果你自己解决了自己的问题,请随时发布(并接受)你自己问题的答案。似乎你已经解决了自己的问题,回答自己的问题并接受答案是可以的