我正试图在我的显示器上显示一个正方形但我不能。我的问题是什么?如何在屏幕(屏幕中央)上显示它?
这是我的渲染类:
public class GLRenderEx implements Renderer {
private GLCube cube;
Context c;
GLCube quad; // ( NEW )
// Constructor
public GLRenderEx(Context context) {
// Set up the data-array buffers for these shapes ( NEW )
quad = new GLCube(); // ( NEW )
}
// Call back when the surface is first created or re-created.
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// NO CHANGE - SKIP
}
// Call back after onSurfaceCreated() or whenever the window's size changes.
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// NO CHANGE - SKIP
}
// Call back to draw the current frame.
@Override
public void onDrawFrame(GL10 gl) {
// Clear color and depth buffers using clear-values set earlier
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity(); // Reset model-view matrix ( NEW )
gl.glTranslatef(-1.5f, 0.0f, -6.0f); // Translate left and into the
// screen ( NEW )
// Translate right, relative to the previous translation ( NEW )
gl.glTranslatef(3.0f, 0.0f, 0.0f);
quad.draw(gl); // Draw quad ( NEW )
}
}
这是我的方形课程:
public class GLCube {
private FloatBuffer vertexBuffer; // Buffer for vertex-array
private float[] vertices = { // Vertices for the square
-1.0f, -1.0f, 0.0f, // 0. left-bottom
1.0f, -1.0f, 0.0f, // 1. right-bottom
-1.0f, 1.0f, 0.0f, // 2. left-top
1.0f, 1.0f, 0.0f // 3. right-top
};
// Constructor - Setup the vertex buffer
public GLCube() {
// Setup vertex array buffer. Vertices in float. A float has 4 bytes
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder()); // Use native byte order
vertexBuffer = vbb.asFloatBuffer(); // Convert from byte to float
vertexBuffer.put(vertices); // Copy data into buffer
vertexBuffer.position(0); // Rewind
}
// Render the shape
public void draw(GL10 gl) {
// Enable vertex-array and define its buffer
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
// Draw the primitives from the vertex-array directly
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
}
答案 0 :(得分:0)
我没有看到任何投影矩阵,所以我必须假设你使用身份投影矩阵。在这种情况下,在所有轴上渲染的唯一内容将介于-1和1之间。
以(1.5,0,-6)为中心的四边形将在z轴上太远而无法看到。
尝试删除两个翻译调用,看看它是否可见。