我遇到一个问题,渲染器对象似乎根本没有调用onDrawFrame
。调试器永远不会在函数内部遇到断点。因此,我的广场不是画画。这是代码,如果您还需要其他信息,请告诉我们:
public class renderer implements GLSurfaceView.Renderer {
Square square;
public void onDrawFrame(GL10 unused) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
square.Draw();
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
}
public void onSurfaceCreated(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
square = new Square(5, 5);
}
主要活动是:
public class gameActivity extends Activity {
/** Called when the activity is first created. */
private GLSurfaceView mGLView;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
staticHolder.context = getApplicationContext();
mGLView = new GLSurface(this);
setContentView(mGLView);
}
@Override
protected void onPause() {
super.onPause();
// The following call pauses the rendering thread.
// If your OpenGL application is memory intensive,
// you should consider de-allocating objects that
// consume significant memory here.
mGLView.onPause();
}
@Override
protected void onResume() {
mGLView.onResume();
}
class GLSurface extends GLSurfaceView
{
renderer r = new renderer();
public GLSurface(Context context)
{
super(context);
setEGLContextClientVersion(2);
setRenderer(r);
setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
}
}
}
目前屏幕只是黑色。有没有想过为什么openGL没有正确渲染?
答案 0 :(得分:3)
好的,这真的很愚蠢,但开始没有问题。问题是Eclipse / Java不关心像C#和其他语言那样的歧义(如果我错了,请纠正我)。问题是我设法在不同的位置复制相同的类,一个更新,另一个不更新。最终的结果是它抓住了它能找到的第一个。
经验教训,请注意自己的歧义,因为编译器/解析器不会告诉你!