glDrawTexiOES绘图在显示旋转时被截断

时间:2012-09-19 16:10:35

标签: android opengl-es opengl-es-1.1

我正在开发一款2D游戏,它使用本机代码绘制成单个OpenGL 2D纹理。然后在屏幕上绘制纹理不变。除旋转显示外,代码工作正常。游戏继续正常播放,但纹理在屏幕上被截断并偏离中心。如果以任何方向开始游戏,游戏都会正确播放,但如果方向改变,则会出现绘画问题。我正在正确处理方向更改,以便不破坏GL上下文并正确计算每个方向的绘图参数。我唯一能想到的是,我可能在处理onSurfaceChanged()事件时错过了一些步骤。这是由onSurfaceChanged()调用的本机代码:

if (pTexture)
       free(pTexture);
pTexture = malloc(iTexturePitch * iTextureHeight);

rect[0] = 0;
rect[1] =  iHeight; // w,h fit within the texture size
rect[2] =  iWidth;
rect[3] = -iHeight;

glDeleteTextures(1, &s_texture);
while (*start)
   glDisable(*start++); // disable unused options
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &s_texture);
glBindTexture(GL_TEXTURE_2D, s_texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glShadeModel(GL_FLAT);
glColor4x(0x10000, 0x10000, 0x10000, 0x10000);
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, rect);

显示纹理的代码:

    glClear(GL_COLOR_BUFFER_BIT);
    glTexImage2D(GL_TEXTURE_2D,     /* target */
        0,          /* level */
        GL_RGB,         /* internal format */
        iTextureWidth,      /* width */
        iTextureHeight,     /* height */
        0,          /* border */
        GL_RGB,         /* format */
        GL_UNSIGNED_SHORT_5_6_5,/* type */
        pTexture);      /* pixels */
    // border x/y for centering; stretched x/y is the destination size on the display
    glDrawTexiOES(iBorderX, iBorderY, 0, iStretchedWidth, iStretchedHeight);

0 个答案:

没有答案