我有以下渲染器代码:
package hello.project;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.opengl.GLSurfaceView.Renderer;
import android.opengl.GLU;
public class HelloOpenGLES10Renderer implements Renderer {
private Square square;
private Square2 square2;// the square
private Context context;
private Context context2;
public static int w,h;
/** Constructor to set the handed over context */
public HelloOpenGLES10Renderer(Context context) {
this.square = new Square();
this.square2 = new Square2();
this.context=context;
}
public void onDrawFrame(GL10 gl) {
/*Square.loadGLTexture(gl, this.context,Square.getSex());
Square2.loadGLTexture(gl, this.context,Square2.getHair());
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
GLU.gluPerspective(gl, 45.0f, (float)w / (float)h, 0.1f, 100.0f);
GLU.gluLookAt(gl, 0, 1, 5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
gl.glColor4f(1.0f, 1.0f, 1.0f, 2.0f);
square.draw(gl);
square2.draw(gl);*/
// clear Screen and Depth Buffer
Square.loadGLTexture(gl, this.context,Square.getSex());
Square2.loadGLTexture(gl, this.context,Square2.getHair());
gl.glColor4f(1.0f, 1.0f, 1.0f, 2.0f);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Reset the Modelview Matrix
gl.glLoadIdentity();
// GLU.gluLookAt(gl, 0, 0, 0, 0, 0, 0, 0, 0, 0);
// Drawing
gl.glTranslatef(0.0f, 0.0f, -5.0f); // move 5 units INTO the screen
square.draw(gl);
square2.draw(gl);
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
if(height == 0) { //Prevent A Divide By Zero By
height = 1; //Making Height Equal One
}
w=width;
h=height;
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, 45.0f, (float)width / (float)height, 0.1f, 100.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW); //Select The Modelview Matrix
gl.glLoadIdentity(); //Reset The Modelview Matrix
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// Load the texture for the square
gl.glEnable(GL10.GL_BLEND);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glShadeModel(GL10.GL_FLAT); //Enable Smooth Shading
//gl.glEnable(GL10.GL_ALPHA_TEST);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
//gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
Square.loadGLTexture(gl, this.context,Square.getSex());
// gl.glAlphaFunc(GL10.GL_GREATER, 0.5f);
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); //Black Background
gl.glClearDepthf(1.0f); //Depth Buffer Setup
gl.glDepthFunc(GL10.GL_NEVER); //The Type Of Depth Testing To Do
//Really Nice Perspective Calculations
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
}
如果我使用onDrawFrame
中的当前代码,它对模拟器非常有用,但在手机上SurfaceView
是空白的,我什么都没得到。
我在帖子上发现我应该使用GLU.gluLookAt();而不是gl.glLoadIdentity();
如果我这样做(在onDrawFrame中注释的代码)它工作,我得到背景,但我的纹理没有加载,无论是在手机或模拟器上。我该怎么做才能加载它们和应用程序?
EDIT1:我评论了GLU.gluPerspective(gl, 45.0f, (float)w / (float)h, 0.1f, 100.0f);
函数中的onDrawFrame
行,现在它显示了我的纹理,但程序强制在几秒后关闭。
我得到了下一个LogCat错误:
06-29 14:28:07.126: E/Adreno200-EGL(4825): eglLockWindowSurface: failed to map the memory for fd=54 offs=7385088
06-29 14:28:07.126: E/Adreno200-EGL(4825): egliSwapWindowSurface: oglSwapBuffer failed
06-29 14:28:07.126: E/EglHelper(4825): eglSwapBuffers glGetError = %d1285
06-29 14:28:07.126: E/Adreno200-EGL(4825): eglLockWindowSurface: failed to map the memory for fd=54 offs=7385088
06-29 14:28:07.276: W/dalvikvm(4825): threadid=9: thread exiting with uncaught exception (group=0x4001d5a0)
06-29 14:28:07.276: E/AndroidRuntime(4825): FATAL EXCEPTION: GLThread 10
06-29 14:28:07.276: E/AndroidRuntime(4825): java.lang.RuntimeException: eglSwapBuffers failed: EGL_BAD_ALLOC
06-29 14:28:07.276: E/AndroidRuntime(4825): at android.opengl.GLSurfaceView$EglHelper.throwEglException(GLSurfaceView.java:1084)
06-29 14:28:07.276: E/AndroidRuntime(4825): at android.opengl.GLSurfaceView$EglHelper.swap(GLSurfaceView.java:1042)
06-29 14:28:07.276: E/AndroidRuntime(4825): at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1368)
06-29 14:28:07.276: E/AndroidRuntime(4825): at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1122)
06-29 14:28:09.268: I/Process(4825): Sending signal. PID: 4825 SIG: 9
任何想法可能意味着什么?
答案 0 :(得分:0)
java.lang.RuntimeException: eglSwapBuffers failed: EGL_BAD_ALLOC
, glSurfaceView
主要是错误。
您必须通知glSurfaceView
当前活动生命周期。看这里:
http://developer.android.com/reference/android/opengl/GLSurfaceView.html
另外,你的纹理有多大,你如何确保它的格式正确?
答案 1 :(得分:0)
我在onDrawFrame()中有这两个函数:
Square.loadGLTexture(gl, this.context,Square.getSex());
Square2.loadGLTexture(gl, this.context,Square2.getHair());
他们不停地在每一帧都重装,直到内存充满然后才会崩溃。 改为:
if (Project.ifDraw){
Square.loadGLTexture(gl, this.context,Square.getSex());
Square2.loadGLTexture(gl, this.context,Square2.getHair());
Project.ifDraw=false;
}
在我的Project类中:
public static boolean ifDraw=true;
OnClickListeners已实现:
mGLView.invalidate();
ifDraw=true;