I'm writing an Android app using OpenGL ES and encountered this problem in the Nexus 5 emulator that comes with Android Studio. I have reduced my code to this small app, which simply draws a box going back and forth:
package net.jesbus.stuttertest;
import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
public class MainActivity extends Activity
{
@Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
// Create GLSurfaceView
GLSurfaceView glsv = new GLSurfaceView(this);
glsv.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
// Create GLSurfaceView.Renderer
glsv.setRenderer(new GLSurfaceView.Renderer()
{
float step = 0;
boolean direction = false;
ShortBuffer iBuff;
FloatBuffer vBuff;
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
// Generate vertices index buffer
short[] pIndex = {0, 1, 2, 3};
ByteBuffer pbBuff = ByteBuffer.allocateDirect(pIndex.length * 2);
pbBuff.order(ByteOrder.nativeOrder());
iBuff = pbBuff.asShortBuffer();
iBuff.put(pIndex);
iBuff.position(0);
// Generate vertices buffer
float[] vs = new float[]
{
-1, +1, 0,
+1, +1, 0,
-1, -1, 0,
+1, -1, 0,
};
ByteBuffer bBuff = ByteBuffer.allocateDirect(vs.length * 4);
bBuff.order(ByteOrder.nativeOrder());
vBuff = bBuff.asFloatBuffer();
vBuff.put(vs);
vBuff.position(0);
}
@Override
public void onDrawFrame(final GL10 gl)
{
// Animation calculation
step += direction ? 0.02f : -0.02f;
if (step > 1) direction = false;
else if (step < 0) direction = true;
// Set background color
gl.glClearColor(0.7f, 0.7f, 1, 1);
// Clear screen
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Set matrix to correct location
gl.glLoadIdentity();
gl.glTranslatef(-1 + step * 2, 0, 0);
gl.glScalef(0.25f, 0.4f, 1);
// Draw box
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glFrontFace(GL10.GL_CW);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vBuff);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_SHORT, iBuff);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height)
{
}
});
setContentView(glsv);
}
}
I looked at it frame by frame, and it seems that instead of showing the next frame, it shows the previous frame, and then skips the frame it was supposed to show and continues:
The circles represent frames produced in onDrawFrame, and the arrows represent the flow of time.
答案 0 :(得分:0)
I don't exactly know how threading is used OpenGL, but try this:
// Animation calculation
synchronized (this) {
step += direction ? 0.02f : -0.02f;
if (step > 1) direction = false;
else if (step < 0) direction = true;
}
or make the whole onDrawFrame()
method synchronized if the compiler consents and OpenGL doesn't lock up...