我试图理解纹理映射的概念。我试图将纹理映射到正方形(由2个三角形组成)。但是,只有图像的左上角像素完全呈现在正方形上。为什么会这样?我看到another post有同样的问题..但是这个解决方案对我不起作用
初始设置
gl.glDisable(GL10.GL_DITHER); //Disable dithering ( NEW )
gl.glEnable(GL10.GL_TEXTURE_2D); //Enable Texture Mapping
gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); //Black Background
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
顶点坐标 -
private float[] _vertices = {0.0f, 0.0f,0.0f, 1.0f,
60.0f, 0.0f, 0.0f, 1.0f,
0.0f, 60.0f, 0.0f, 1.0f,
60.0f, 60.0f, 0.0f, 1.0f};
纹理坐标 -
private float _texCoords[] = {0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f };
加载纹理方法 -
public void loadGLTexture(GL10 gl, Context context) {
//Get the texture from the Android resource directory
InputStream is = context.getResources().openRawResource(com.mhoapps.bugswatter.R.drawable.crate);
Bitmap bitmap = null;
try {
//BitmapFactory is an Android graphics utility for images
bitmap = BitmapFactory.decodeStream(is);
} finally {
//Always clear and close
try {
is.close();
is = null;
} catch (IOException e) {
}
}
// Generate one texture pointer...
gl.glGenTextures(1, _textures, 0);
int mTextureId = _textures[0];
// ...and bind it to our array
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureId);
// Create Nearest Filtered Texture
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);
// Use the Android GLUtils to specify a two-dimensional texture image
// from our bitmap
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //Clean up
bitmap.recycle();
}
最后绘制方法
public void draw(GL10 gl) {
//Bind the texture according to the set texture filter
//gl.glLoadIdentity();
gl.glTranslatef(0.0f, 0.0f, -3.0f);
gl.glEnable(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glBindTexture(GL10.GL_TEXTURE_2D, _textures[0]);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(4, GL10.GL_FLOAT, 0, _currentVertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, _bugTexBuffer1);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
答案 0 :(得分:1)
您是否指定了纹理坐标?听起来你不是,他们只是默认为(0,0)。另一个选项是纹理矩阵 - 您将其设置为全零吗?