我将一个位图加载到渲染器类中,我希望以正确的比例渲染纹理在屏幕中心并且尽可能大
顶点和纹理数据:
private final float [] mVerticesData = { -1f,1f,0.0f,//位置0 0.0f,0.0f,// TexCoord 0 -1f,-1f,0.0f,//位置1 0.0f,1.0f,// TexCoord 1 1f,-1f,0.0f,//位置2 1.0f,1.0f,// TexCoord 2 1f,1f,0.0f,//位置3 1.0f,0.0f // TexCoord 3 };
private final short[] mIndicesData =
{
0, 1, 2, 0, 2, 3
};
绘制方法:
public void onDrawFrame(GL10 glUnused) {
// Set the viewport
GLES20.glViewport(0, 0, bitmap.width, bitmap.height);
// Clear the color buffer
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Use the program object
GLES20.glUseProgram(mProgramObject);
// Load the vertex position
mVertices.position(0);
GLES20.glVertexAttribPointer ( mPositionLoc, 3, GLES20.GL_FLOAT,
false,
5 * 4, mVertices );
// Load the texture coordinate
mVertices.position(3);
GLES20.glVertexAttribPointer ( mTexCoordLoc, 2, GLES20.GL_FLOAT,
false,
5 * 4,
mVertices );
GLES20.glEnableVertexAttribArray ( mPositionLoc );
GLES20.glEnableVertexAttribArray ( mTexCoordLoc );
// Bind the texture
GLES20.glActiveTexture ( GLES20.GL_TEXTURE0 );
GLES20.glBindTexture ( GLES20.GL_TEXTURE_2D, mTextureId );
// Set the sampler texture unit to 0
GLES20.glUniform1i ( mSamplerLoc, 0 );
GLES20.glDrawElements ( GLES20.GL_TRIANGLES, 6, GLES20.GL_UNSIGNED_SHORT, mIndices );
}
现在我用视图尺寸设置视口(不工作)。我应该如何计算纹理的视口尺寸以适应屏幕保持比率?
谢谢。答案 0 :(得分:0)