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Java 浮动缓冲区损坏问题_Java_Android_Memory_Opengl Es - Fatal编程技术网

Java 浮动缓冲区损坏问题

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]);

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]);

    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();