我可以在OpenGL ES 2.0的onDrawFrame
函数GLSurfaceRenderer
中生成纹理吗?例如,我使用的代码如下所示。
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, MyTexture);
int[] mNewTexture = new int[weight * height * 4];
for(int ii = 0; ii < weight * height; ii = ii + 4){
mNewTexture[ii] = 127;
mNewTexture[ii+1] = 127;
mNewTexture[ii+2] = 127;
mNewTexture[ii+3] = 127;
}
IntBuffer texBuffer = IntBuffer.wrap(mNewTexture);
GLES20.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, weight, height, 0, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, texBuffer);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
pmF.drawSelf(MyTexture);
代码中的类pmF
用于使用纹理渲染屏幕。我注意到这段代码已经执行了。但是屏幕上没有显示任何结果。
答案 0 :(得分:1)
是的,可以在onDrawFrame()
中重新加载纹理,我在OpenGL代码中重新加载此方法中的纹理。
以下摘自我的onDrawFrame()
代码:
public void onDrawFrame(GL10 glUnused) {
if (bReloadWood) {
unloadTexture(mTableTextureID);
mTableTextureID = loadETC1Texture("textures/" + mWoodTexture);
bReloadWood = false;
}
//...
}
方法unloadTexture()
和loadETC1Texture()
执行通常的OpenGL操作来卸载和加载纹理到GPU:
protected void unloadTexture(int id) {
int[] ids = { id };
GLES20.glDeleteTextures(1, ids, 0);
}
protected int loadETC1Texture(String filename) {
int[] textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
int textureID = textures[0];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureID);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
InputStream is = null;
// excluded code for loading InputStream for brevity
try {
ETC1Util.loadTexture(GLES10.GL_TEXTURE_2D, 0, 0, GLES10.GL_RGB, GLES10.GL_UNSIGNED_SHORT_5_6_5, is);
} catch (IOException e) {
Log.w(TAG, "Could not load texture: " + e);
} finally {
try {
is.close();
} catch (IOException e) {
// ignore exception thrown from close.
}
}
return textureID;
}