Java 浮动缓冲区损坏问题
我正在编写一个基于DooM地图布局的3D渲染器/引擎,并将其移植到Android上。我最初的算法非常慢,我使用ID为他们的iPhone端口所做的方法对其进行了改进。这就是功能:Java 浮动缓冲区损坏问题,java,android,memory,opengl-es,Java,Android,Memory,Opengl Es,我正在编写一个基于DooM地图布局的3D渲染器/引擎,并将其移植到Android上。我最初的算法非常慢,我使用ID为他们的iPhone端口所做的方法对其进行了改进。这就是功能: public void renderScene(GL10 gl, Map map) { int currentTexture = renderWalls[0].texID; gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[currentTexture]);
public void renderScene(GL10 gl, Map map) {
int currentTexture = renderWalls[0].texID;
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[currentTexture]);
cFrame.reset();
for (int i = 0; i < numWalls; i++) {
Wall wall = renderWalls[i];
// Draw if texture change
if (wall.texID != currentTexture) {
cFrame.transfer();
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 4 * 5, cFrame.verts);
// Create a buffer that points 3 floats past the beginning.
FloatBuffer texData = cFrame.verts.duplicate();
texData.position(3);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 4 * 5, texData);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, cFrame.numIndices,
GL10.GL_UNSIGNED_SHORT, cFrame.indices);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
cFrame.reset();
currentTexture = wall.texID;
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[currentTexture]);
}
cFrame.vertices[(cFrame.numVerts * 5)] = wall.p1.x;
cFrame.vertices[(cFrame.numVerts * 5) + 1] = wall.top;
cFrame.vertices[(cFrame.numVerts * 5) + 2] = wall.p1.y;
cFrame.vertices[(cFrame.numVerts * 5) + 3] = wall.uv1.x;
cFrame.vertices[(cFrame.numVerts * 5) + 4] = wall.uv1.y;
cFrame.numVerts++;
cFrame.vertices[(cFrame.numVerts * 5)] = wall.p1.x;
cFrame.vertices[(cFrame.numVerts * 5) + 1] = wall.bottom;
cFrame.vertices[(cFrame.numVerts * 5) + 2] = wall.p1.y;
cFrame.vertices[(cFrame.numVerts * 5) + 3] = wall.uv2.x;
cFrame.vertices[(cFrame.numVerts * 5) + 4] = wall.uv2.y;
cFrame.numVerts++;
cFrame.vertices[(cFrame.numVerts * 5)] = wall.p2.x;
cFrame.vertices[(cFrame.numVerts * 5) + 1] = wall.top;
cFrame.vertices[(cFrame.numVerts * 5) + 2] = wall.p2.y;
cFrame.vertices[(cFrame.numVerts * 5) + 3] = wall.uv3.x;
cFrame.vertices[(cFrame.numVerts * 5) + 4] = wall.uv3.y;
cFrame.numVerts++;
cFrame.vertices[(cFrame.numVerts * 5)] = wall.p2.x;
cFrame.vertices[(cFrame.numVerts * 5) + 1] = wall.bottom;
cFrame.vertices[(cFrame.numVerts * 5) + 2] = wall.p2.y;
cFrame.vertices[(cFrame.numVerts * 5) + 3] = wall.uv4.x;
cFrame.vertices[(cFrame.numVerts * 5) + 4] = wall.uv4.y;
cFrame.numVerts++;
cFrame.indexes[cFrame.numIndices++] = (short) (cFrame.numVerts - 2);
cFrame.indexes[cFrame.numIndices++] = (short) (cFrame.numVerts - 3);
cFrame.indexes[cFrame.numIndices++] = (short) (cFrame.numVerts - 4);
cFrame.indexes[cFrame.numIndices++] = (short) (cFrame.numVerts - 3);
cFrame.indexes[cFrame.numIndices++] = (short) (cFrame.numVerts - 2);
cFrame.indexes[cFrame.numIndices++] = (short) (cFrame.numVerts - 1);
}
cFrame.transfer();
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 4 * 5, cFrame.verts);
// Create a buffer that points 3 floats past the beginning.
FloatBuffer texData = cFrame.verts.duplicate();
texData.position(3);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 4 * 5, texData);
gl.glDrawElements(GL10.GL_TRIANGLES, cFrame.numIndices,
GL10.GL_UNSIGNED_SHORT, cFrame.indices);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
弄明白了,指数指向的是vertBB而不是indBB,导致了腐败
verts = vertsBB.asFloatBuffer();
indices = vertsBB.asShortBuffer();
verts = vertsBB.asFloatBuffer();
indices = vertsBB.asShortBuffer();