我在一些手机上发现我的glSurfaceView中的一些纹理在一些谷歌搜索后没有加载(只显示白色),我设置setDebugFlags(DEBUG_CHECK_ERROR)以获得下面列出的以下错误日志。 MenuButton.java中的第40行是:
gl.glGenTextures(1, textures, 0);
其中textures是我的纹理指针,声明为:
private int[] textures = new int[1];
我很难过,因为我只看到Droid Pro和其他几部手机的这个问题,我不知道gl.glGenTextures会有一个无效的值。任何想法都会有用。
编辑:菜单按钮的代码发布在下面。
12-06 17:46:31.720: E/AndroidRuntime(2984): android.opengl.GLException: invalid value
12-06 17:46:31.720: E/AndroidRuntime(2984): at android.opengl.GLErrorWrapper.glGenTextures(GLErrorWrapper.java:350)
12-06 17:46:31.720: E/AndroidRuntime(2984): at com.huskybuspurchased.MenuButton.<init>(MenuButton.java:40)
12-06 17:46:31.720: E/AndroidRuntime(2984): at com.huskybuspurchased.CampusMap.onSurfaceCreated(CampusMap.java:112)
12-06 17:46:31.720: E/AndroidRuntime(2984): at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1348)
12-06 17:46:31.720: E/AndroidRuntime(2984): at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1118)
12-06 17:46:31.728: I/hb(2984): rendering thread paused.
问题的照片:
package com.huskybus;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.opengles.GL10;
import android.graphics.Bitmap;
import android.opengl.GLUtils;
import android.util.Log;
import android.view.MotionEvent;
public class MenuButton {
//Our texture.
private float texture[] = {
//Mapping coordinates for the vertices
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
// The order we like to connect them.
private byte indices[] = {0,1,3,2};
// Our vertex buffer.
private FloatBuffer vertexBuffer;
// Our index buffer.
private ByteBuffer indexBuffer;
//texture buffer.
private FloatBuffer textureBuffer;
//Our texture pointer.
private int[] textures = new int[1];
private int width;
private int height;
private float rotation;
public MenuButton(Bitmap graphic,int _rotation,GL10 gl, int _width, int _height) {
rotation=_rotation;
width=_width;
height=_height;
//Generate one texture pointer...
gl.glGenTextures(1, textures, 0);
//...and bind it to our array
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
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.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
//Use the Android GLUtils to specify a two-dimensional texture image from our bitmap
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, graphic, 0);
graphic.recycle();
float vertices[] = {
0, -height, 0.0f, //LB
width, -height, 0.0f, //RB
0, 0, 0.0f, //LT
width, 0, 0.0f, //RT
};
ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
vertexBuffer = byteBuf.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
//
byteBuf = ByteBuffer.allocateDirect(texture.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
textureBuffer = byteBuf.asFloatBuffer();
textureBuffer.put(texture);
textureBuffer.position(0);
//
indexBuffer = ByteBuffer.allocateDirect(indices.length);
indexBuffer.put(indices);
indexBuffer.position(0);
}
/**
* This function draws our square on screen.
* @param gl
*/
public void draw(GL10 gl) {
//Bind our only previously generated texture in this case
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
//Point to our buffers
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
//Set the face rotation
gl.glFrontFace(GL10.GL_CCW);
//Enable the vertex and texture state
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
gl.glRotatef(rotation, 0, 0, 1);
//Draw the vertices as triangles, based on the Index Buffer information
gl.glDrawElements(GL10.GL_TRIANGLE_FAN, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer);
gl.glRotatef(360-rotation, 0, 0, 1);
// Disable the vertices buffer.
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
//Disable the texture buffer.
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// Disable face culling.
gl.glEnable(GL10.GL_CULL_FACE);
}
public boolean amIHit(float[] matrixValues,MotionEvent event) {
if (((event.getX())>(0)&&((event.getX()))<5+width)&&((event.getY())>0)&&(event.getY()<width)) {
Log.e("sys","hit menu button.");
return true;
}
return false;
}
}
答案 0 :(得分:2)
glSurfaceView选择要渲染的曲面,不同的Android设备支持不同的曲面,不幸的是,我们没有一个所有人都支持的公共子集。因此选择起来很棘手 默认情况下,glSurfaceView会尝试查找接近16位深度缓冲区的曲面 所以你需要使用一个图像作为你的纹理目的,它具有16位深度缓冲或可能24位。较高位深度的图像可能会导致某些设备出现问题。!!
答案 1 :(得分:0)
您不一定需要调用glGenTextures。您可以为您的纹理提供您想要的任何数值 - glGenTextures只是为了获得尚未使用的纹理编号的便利。