opengl es纹理问题android

时间:2011-09-08 12:48:59

标签: android opengl-es texturing

我想从某个位图拉伸或平铺opengl对象。我使用位图的一部分的图像。 但我的戒指和中间纹理与图像的平均颜色。如果我改变图像颜色变化,但图片没有显示。

和我的完整代码

  //  ..in init///


           gl.glEnable(GL10.GL_TEXTURE_2D);   
           textures = new int[3];
           bitmap = BitmapFactory.decodeResource(mContext.getResources(), R.drawable.pizzaf);
           bitmap = Bitmap.createBitmap(   bitmap, 0, 0,    bitmap.getWidth(),
                   bitmap.getHeight(), null, true);
           bitmap1 = BitmapFactory.decodeResource(mContext.getResources(), R.drawable.pizslice);
           bitmap1 = Bitmap.createBitmap(   bitmap1, 0, 0,    bitmap1.getWidth(),
                   bitmap1.getHeight(), null, true);
        // Tell OpenGL to generate textures.
           gl.glTexParameterf(GL10.GL_TEXTURE_2D,
                   GL10.GL_TEXTURE_WRAP_S,
                   GL10.GL_CLAMP_TO_EDGE);
//         gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
//                  GL10.GL_LINEAR);
//          gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
//                  GL10.GL_LINEAR);

           gl.glGenTextures(1, textures, 0);

    }

并绘制函数

GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap1, 0);
            gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);

                 GLUT.glutSolidTorus(gl,0.175f, 0.95f, 12, 48);
                 gl.glTranslatef(0,0, 0.2f);
            GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
        gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
                GLUT.glutSolidCone(gl, 1,0.01f, 12, 48);
            gl.glTranslatef(0,0, -0.4f);
            gl.glRotatef (180.0f, 1.0f, 0.0f, 0.0f);
        GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap1, 0);
        gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
        GLUT.glutSolidCone(gl, 1,0.01f, 12, 48);

请帮助任何人。我想制作一个3d披萨

1 个答案:

答案 0 :(得分:3)

您的代码中存在3个问题:

  1. 您没有正确使用纹理对象
  2. 您在每次绘制调用时重新初始化纹理
  3. glutSolidCone不提供纹理坐标(意思是:你不能正确地纹理化)
  4. 修复(1)

    根据此方案始终加载纹理:

    GLuint texture_object_name;
    
    glGenTextures(1, 
                  &texture_object_name); // you can create texture object names in batches
    
    glBindTexture(GL_TEXTURE_2D, // may differ, depending on texture target (i.e. kind of texture)
                  texture_object_name);
    
    glPixelStorei(GL_UNPACK_ALIGNMENT, …);   // </ depends on data format
    glPixelStorei(GL_UNPACK_ROW_LENGTH, …);  // <|
    glPixelStorei(GL_UNPACK_SKIP_PIXELS, …); // <|
    glPixelStorei(GL_UNPACK_SKIP_ROWS, …);   // <|
    
    glTexImage2D(GL_TEXTURE_2D, // again the target, depends on the kind of texture creates
                 0, // mipmap level
                 GL_RGBA, // internal format, GL_RGBA is one possibility, there are others
                 width, height, border, // border is usually 0
                 GL_BGRA,                  // format of the data input
                 GL_UNSIGNED_INT_8_8_8_8,  // type of the data input -- those must match the data
                 texture_data );
    
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, …); // mipmapping on/off and other settings
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, …); // you should really set those
    

    修复(2)

    修复(1)后,您可以修复(2)。要在渲染时切换纹理,只需调用

    即可
    glBindTexture(GL_TEXTURE_2D, texture_object_name);
    

    在后续的绘图调用中使用它。

    修复(3)

    (3)通过自己定义几何图形来修复,提供适当的纹理坐标。