我在我的项目中使用min3D库来可视化3D模型。该库基于openGL。
为此,我定义了一个管理GLSurfaceView的渲染器。此刻,我在我的应用程序中看到3D模型,但表面视图的背景是黑色的,我的目标是使其透明,这样我只会看到没有黑色背景的3D模型。
min3D库的例子,正如我所提到的其他SO问题和信息,告诉我们实现这一点的方法是:
_glSurfaceView.setEGLConfigChooser(8,8,8,8, 16, 0);
_glSurfaceView.getHolder().setFormat(PixelFormat.TRANSLUCENT);
和此:
scene.backgroundColor().setAll(0x00000000);
但我不能让背景透明化。
首先,这是我的布局:
<RelativeLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent" >
<LinearLayout
android:id="@+id/valuesContainer"
android:layout_width="fill_parent"
android:layout_height="wrap_content">
...
</LinearLayout>
<FrameLayout
android:id="@+id/model3d_container"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:layout_below="@+id/valuesContainer"/>
</RelativeLayout>
3D模型片段以这种方式在FrameLayout中设置:
@Override
public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) {
View view = inflater.inflate(R.layout.layout_row3d, container, false);
Fragment modelFragment = new Obj3DView();
FragmentTransaction transaction = getChildFragmentManager().beginTransaction();
transaction.replace(R.id.model3d_container, modelFragment).commit();
return view;
}
最后,这个显示3D模型的片段以及我试图修改的东西使表面变得透明:
public class Obj3DView extends RendererFragment {
private Object3dContainer rowObject3D;
@Override
protected void glSurfaceViewConfig() {
// !important
_glSurfaceView.setEGLConfigChooser(8,8,8,8, 16, 0);
_glSurfaceView.getHolder().setFormat(PixelFormat.TRANSLUCENT);
}
/** Called when the activity is first created. */
@Override
public void initScene() {
scene.backgroundColor().setAll(0x00000000);
scene.lights().add(new Light());
scene.lights().add(new Light());
Light myLight = new Light();
myLight.position.setZ(150);
scene.lights().add(myLight);
IParser myParser = Parser.createParser(Parser.Type.OBJ, getResources(), "com.masermic.rowingsoft:raw/row_obj",true);
myParser.parse();
rowObject3D = myParser.getParsedObject();
rowObject3D.position().x = rowObject3D.position().y = rowObject3D.position().z = 0;
rowObject3D.scale().x = rowObject3D.scale().y = rowObject3D.scale().z = 0.28f;
// Depending on the model you will need to change the scale faceObject3D.scale().x = faceObject3D.scale().y = faceObject3D.scale().z = 0.009f;
scene.addChild(rowObject3D);
}
@Override
public void updateScene() {
rowObject3D.rotation().x += 0.5;
rowObject3D.rotation().z += 1;
rowObject3D.rotation().y += 0.1;
}
}
注意:此片段从属于min3D库的RendererFragment(扩展片段)扩展,这是此类最相关的代码:
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
_initSceneHander = new Handler();
_updateSceneHander = new Handler();
//
// These 4 lines are important.
//
Shared.context(getActivity());
scene = new Scene(this);
Renderer r = new Renderer(scene);
Shared.renderer(r);
_glSurfaceView = new GLSurfaceView(getActivity());
glSurfaceViewConfig();
_glSurfaceView.setRenderer(r);
_glSurfaceView.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
}
答案 0 :(得分:2)
我回答我自己的问题。经过大量搜索,我终于得到了一个有效的解决方案。只需在glSurfaceViewConfig()
中包含此调用:
_glSurfaceView.setZOrderOnTop(true);