这是我的GL初始代码:
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glViewport(0, 0, width, height);
float left = 0;
float right = width;
float top = height;
float bottom = 0;
gl.glOrthof(left, right, top, bottom, -1, 1);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
textures.put("ball", new Texture(gl, BitmapFactory.decodeResource(context.getResources(), R.drawable.ball)));
这是我的Texture类
public class Texture
{
int[] texture = new int[1];
static int real_width = 0;
static int real_height = 0;
Texture(GL10 gl, Bitmap bmp)
{
real_width = bmp.getWidth();
real_height = bmp.getHeight();
gl.glGenTextures(1, texture, 0);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);
bmp.recycle();
int error = gl.glGetError();
if (error != GL10.GL_NO_ERROR)
{
Log.e("ROLL", "GL Texture Load Error: " + GLU.gluErrorString(error));
}
}
public void draw(GL10 gl, float x, float y)
{
draw(gl, x, y, real_width, real_height);
}
public void draw(GL10 gl, float x, float y, float w, float h)
{
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
float[] vertices = { x + w, y + h, x, y + h, x, y, x + w, y };
float[] textureCoords = { 1, 1, 0, 1, 0, 0, 1, 0 };
ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
FloatBuffer vertexBuffer = byteBuf.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
byteBuf = ByteBuffer.allocateDirect(textureCoords.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
FloatBuffer textureBuffer = byteBuf.asFloatBuffer();
textureBuffer.put(textureCoords);
textureBuffer.position(0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]);
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, 4);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
}
我得到的问题是没有绘制任何东西但是正确的形状和纹理应该位置的白色方框。
图像大小为50x50,我认为这是由于2的功能,但这个问题也发生在模拟器上。
另外,我在日志中遇到错误,它说:“GL纹理加载错误:无效值”,但我不知道这意味着什么。
最后,我画出这样的纹理:
gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
textures.get("ball").draw(gl, 10, 10);
答案 0 :(得分:2)
来自glTexImage2D:
我认为内部格式是错误的。如何尝试为自己指定它。有关GLUtils的更多文档,您可以找到there。
但是首先我看到你在将纹理加载到GL之前没有绑定纹理。
gl.glGenTextures(1, texture, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);
bmp.recycle();
答案 1 :(得分:1)
我解决了:
如果从外部源加载纹理,此代码将转换为2调整大小的位图的最接近功率
public class ScalePowerof2 { // some devices require to scale texture bitmaps to power of 2 size 'ScalePower2.scalePowerof2(Bitmpap)' does the job
private static boolean isPowerof2(int v) { // is v a 2^n ?
for (int i=1; i!=0; i<<=1) if (v==i) return true;
return false;
}
private static int closestPowerof2(int v) { // n | 2^n <= v
for (int i=1; i!=0; i<<=1) if (i>=v) return i;
return 0;
}
public static Bitmap scalePowerof2(Bitmap bmp) {
Bitmap b=null;
if (bmp!=null) {
int w=bmp.getWidth(), h=bmp.getHeight();
if (isPowerof2(w) & isPowerof2(h)) return bmp; // ok, both 2^n nothing to do
w=closestPowerof2(w); h=closestPowerof2(h); // new 2^n values
b=Bitmap.createScaledBitmap(bmp, w, h, false);
}
return b;
}
}