我正在关注在insanitydesign.com找到的教程集,这是关于OpenGL的NeHe教程的Android端口。我理解为什么教程版本在任何时候都能正确呈现,而我修改后的版本随机呈现完全错误,我遇到了很多问题。偶尔,当程序加载时问题立即显现,但有时我必须在屏幕出现之前旋转它。您可以下载包含screengrabs的zip文件,我将屏幕旋转了12次from filedropper。正如您所看到的,三角形通常会呈现,但有时会出现完全扭曲和污迹。 Here is a link to my entire Eclipse project如果你很好奇。
我怀疑问题出在我的Shape.draw()方法中,但我无法确定。
我相信这是相关的代码:
GLRenderer.java
private Shape shape;
public GLRenderer(){
Log.i(this.toString(),"ctor");
shape = Shape.makeTriangle();
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
speedPerSecond = SystemClock.uptimeMillis();
Log.d(this.toString(), ".onSurfaceCreated");
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearColor(1.0f, 0.0f, 0.0f, 0.5f);
gl.glClearDepthf(1.0f); //Depth Buffer Setup
gl.glEnable(GL10.GL_DEPTH_TEST); //Enables Depth Testing
gl.glDepthFunc(GL10.GL_LEQUAL); //The Type Of Depth Testing To Do
//Really Nice Perspective Calculations
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
@Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
shape.setX(0.0f);
shape.setY(0.0f);
shape.setZ(-6.0f);
shape.draw(gl);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
if(height == 0){
height = 1;
}
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluPerspective(gl, 45.0f, (float)width / (float)height, 0.1f, 50.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
Shape.java 包com.smashing.test;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.opengles.GL10;
import android.util.Log;
public class Shape implements IGLShape {
public float getX(){
return x;
}
public float getY(){
return y;
}
public float getZ(){
return z;
}
public void setX(float pX){
x = pX;
}
public void setY(float pY){
y = pY;
}
public void setZ(float pZ){
z = pZ;
}
public static Shape makeTriangle(){
Shape s = new Shape();
/*
* Is this correct? I want to create a right triangle on screen like this
* |\
* | \
* | \
* | \
* |____\ though with a 90/45/45 degree spread rather than this poor representation.
*/
float v[] = {
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f
};
s.setVertices(v);
return s;
}
public static Shape makeShapeFromVertices(float pVerts[]){
Shape s = new Shape();
s.setVertices(pVerts);
return s;
}
private float x = 0.0f;
private float y = 0.0f;
private float z = 0.0f;
private float[] mVertices;
private FloatBuffer mVertexBuffer;
public void setVertices(float pVerts[]){
mVertices = pVerts;
ByteBuffer bb = ByteBuffer.allocateDirect(mVertices.length * 4);
bb.order(ByteOrder.nativeOrder());
mVertexBuffer = bb.asFloatBuffer();
mVertexBuffer.put(mVertices);
mVertexBuffer.position(0);
}
public float[] getVertices(){
return mVertices;
}
private Shape(){
}
@Override
public void draw(GL10 gl) {
/*
* I believe the problem is here... but I don't understand how or why?
*/
gl.glTranslatef(x, y, z);
gl.glFrontFace(GL10.GL_CW);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVertices.length);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glTranslatef(-x, -y, -z);
}
}
编辑:我知道该教程与我的版本略有不同。我试图从中进行推断并进行实验......我对这些差异感到非常惊讶和震惊,并想知道它们存在的原因,以及如何避免我在渲染中发现的这种令人不快的结果方案
答案 0 :(得分:1)
你应该替换
glDrawArrays(GL10.GL_TRIANGLE_STRIP, ...)
带
glDrawArrays(GL10.GL_TRIANGLES, ...)
我认为,当你画一个简单的三角形而不是四边形时,这就是问题的原因。
此致