在从图像链接获取位图的GLSurfaceview.Renderer中的loadTexture()函数之后调用时,如何引用GLSurfaceView.Rendere而不是可绘制对象,并且该图像链接会动态转换为在Renderer中设置的位图,因此如何做到这一点。
public void loadTexture(GL10 gl, List<Bitmap> bitmapListTemp) {
if (bitmapListTemp != null && bitmapListTemp.size() > 0) {
Log.d("rephotocube", "call photocube");
gl.glGenTextures(6, textureIDs, 0);
bitmapList.addAll(bitmapListTemp);
for (int face = 0; face < numFaces; face++)
{
//isloadimg = true;
gl.glBindTexture(GLES10.GL_TEXTURE_2D, textureIDs[face]);
gl.glTexParameterf(GLES10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GLES10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
if (bitmapListTemp.get(face) != null)
{
GLUtils.texImage2D(GLES10.GL_TEXTURE_2D, 0, bitmapList.get(face), 0);
}else{
GLUtils.texImage2D(GLES10.GL_TEXTURE_2D, 0, overlapicon, 0);
}
setrimage(gl, bitmapList);
}
} else {
gl.glGenTextures(6, textureIDs, 0);
for (int face = 0; face < numFaces; face++) {
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[face]);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, overlapicon, 0);
}
}
}