我正在尝试在OPEN GL 2.0中实现可滚动图像网格。我已经使用Canvas Drawing实现了视图,但出于性能原因,我决定转换到OGL。 在我的实现中,在每个帧我绘制一个Bitmap对象列表,每个Bitmap是一个缓存的图像缩略图行。 现在我该如何将这些位图转换为可以与OGL一起使用的纹理?
答案 0 :(得分:5)
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureID);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
..其中textureID
是纹理的唯一ID(通常从glGenTextures()
获取,或者只是保持自己的系统为每个新纹理分配一个新的ID号)。 bitmap
是Bitmap对象。
我的纹理类中的用法示例:
public class Texture {
protected String name;
protected int textureID = -1;
protected String filename;
public Texture(String filename){
this.filename = filename;
}
public void loadTexture(GL10 gl, Context context){
String[] filenamesplit = filename.split("\\.");
name = filenamesplit[filenamesplit.length-2];
int[] textures = new int[1];
//Generate one texture pointer...
//GLES20.glGenTextures(1, textures, 0);
// texturecount is just a public int in MyActivity extends Activity
// I use this because I have issues with glGenTextures() not working
textures[0] = ((MyActivity)context).texturecount;
((MyActivity)context).texturecount++;
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);
//Create Nearest Filtered Texture
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
//Different possible texture parameters, e.g. GLES20.GL_CLAMP_TO_EDGE
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
Bitmap bitmap = FileUtil.openBitmap(name, context);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
textureID = textures[0];
}
public String getName() {
return name;
}
public void setName(String name) {
this.name = name;
}
public int getTextureID() {
return textureID;
}
public void setTextureID(int textureID) {
this.textureID = textureID;
}
}