如何摆脱Android OpenGL ES 1中的锯齿状边缘?

时间:2013-08-22 11:55:03

标签: android opengl-es

我在android中使用OpenGL 1来渲染3D对象。

完全绘制了对象,但是有一个问题是边缘到达对象角落的锯齿状边缘。请帮我解决这个问题。

提前致谢。

请参阅此屏幕截图:http://i.stack.imgur.com/Ne9fw.jpg

public void start() {
    mRenderer = new Renderer();
    setEGLContextClientVersion(1);
    setRenderer(mRenderer);
}

float mRotationFinal=-1f;
float mRotationDelta=0f;
int mRotationAxis=-1;

private class Renderer implements GLSurfaceView.Renderer {
    public Renderer() {
        setEGLConfigChooser(new MultisampleConfigChooser());
        getHolder().setFormat(PixelFormat.TRANSLUCENT);
        setZOrderOnTop(true);
    }

    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        gl.glClearColor(0.0f,0.0f,0.0f, 0.0f);
        gl.glEnable(GL10.GL_DEPTH_TEST);
        gl.glDepthFunc(GL10.GL_LEQUAL);
        gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

        gl.glEnable(GL10.GL_TEXTURE_2D);
        gl.glShadeModel(GL10.GL_SMOOTH);
    }

    public void onSurfaceChanged(GL10 gl, int w, int h) {
        mViewWidth = (float)w;
        mViewHeight = (float)h;
        gl.glViewport(0,0,w,h);

        gl.glMatrixMode(GL10.GL_PROJECTION);
        gl.glLoadIdentity();
        GLU.gluPerspective(gl, 45, mViewWidth/mViewHeight, 0.1f, 100f);

        gl.glMatrixMode(GL10.GL_MODELVIEW);
        gl.glLoadIdentity();
    }

    public void onDrawFrame(GL10 gl) {
        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
        gl.glPushMatrix();

        gl.glDisable(GL10.GL_DITHER); 

        GLU.gluLookAt(gl, 0, 0, 10, 0, 0, 0, 0, 1, 0);

        //draw_model
        gl.glPushMatrix();

        if(mOrigin != null && mRotate != null) {
            gl.glTranslatef(mOrigin.x, mOrigin.y, mOrigin.z);
            gl.glRotatef(mRotate.x, 1f, 0f, 0f);
            gl.glRotatef(mRotate.y, 0f, 1f, 0f);
            gl.glRotatef(mRotate.z, 0f, 0f, 1f);
        }

        if(mModel != null) {
            mModel.draw(gl);
            if(!RendererView.textureFileName.equals(""))
                mModel.bindTextures(mContext, gl);
        }

        gl.glPopMatrix();
        gl.glPopMatrix();

        if(isPictureTake) {

            w = getWidth();
            h = getHeight();
            b = new int[w*(y+h)];
            bt = new int[w*h];

            IntBuffer ib = IntBuffer.wrap(b);
            ib.position(0);
            gl.glReadPixels(0, 0, w, h, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, ib);
            createBitmapFromGLSurface(context);
            isPictureTake = false;
        }
    }
}

0 个答案:

没有答案