Android 使用gluOrtho2D时显示空白屏幕
首先,如果我的英语不好,很抱歉:( 我目前正在尝试用Android制作游戏,并开始使用。 当我了解到可以使用gluOrtho2D绘制平行2D(使用透视图的教程)时,我切换了代码,但它只显示空白屏幕 这是我的代码:Android 使用gluOrtho2D时显示空白屏幕,android,opengl-es,Android,Opengl Es,首先,如果我的英语不好,很抱歉:( 我目前正在尝试用Android制作游戏,并开始使用。 当我了解到可以使用gluOrtho2D绘制平行2D(使用透视图的教程)时,我切换了代码,但它只显示空白屏幕 这是我的代码: public class GLRenderer implements Renderer{ private Triangle triangle; private Square square; private Context context; /** Constructor for G
public class GLRenderer implements Renderer{
private Triangle triangle;
private Square square;
private Context context;
/** Constructor for GL
* @return */
public GLRenderer(Context context) {
this.context = context;
this.triangle = new Triangle();
this.square = new Square();
}
@Override
public void onDrawFrame(GL10 gl) {
// TODO Auto-generated method stub
// 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) {
// TODO Auto-generated method stub
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, 1.0f, (float)width / (float)height, -1.0f, 100.0f);
GLU.gluOrtho2D(gl, 0.0f, (float)width, 0.0f, (float)height);
gl.glMatrixMode(GL10.GL_MODELVIEW); //Select The Modelview Matrix
gl.glLoadIdentity();
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// TODO Auto-generated method stub
// Load the texture for the square
square.LoadGLTexture(gl, this.context, R.drawable.menu_main);
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, 0.5f); //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
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
//Really Nice Perspective Calculations
//gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
}
有什么帮助吗
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glOrthof(0, 320f, 480f, 0, 0, 1);
}
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
/*code*/
}
给出三角形和正方形的x坐标,范围为0到320,y坐标为0到480
如果
glLoadIdentity()
调用onDrawFrame()
和glLoadIdentity()
调用onstrawframe()
以及onSurfaceChanged()中的glLoadIdentity()
的最后一次调用,则给出OD0到320范围内三角形和正方形的x坐标和y坐标
被删除,则初始程序代码将正常工作。如果glLoadIdentity()
调用onDrawFrame()
和onSurfaceChanged()中的glLoadIdentity()
的最后一次调用
删除后,初始程序代码将正常工作。并给出外径0到320范围内三角形和正方形的x坐标,y坐标从0到480,以及外径0到320范围内三角形和正方形的x坐标和y坐标从0到480