我使用gl_points作为精灵,当点到达屏幕边界时它们消失了,问题是我的点大于1个像素,所以当一半点喙通过屏幕边界时它们会消失,我假设有某种剔除打开以移除屏幕外的点,问题是如何将其关闭。
答案 0 :(得分:1)
GLES20Renderer.programLight = GLES20.glCreateProgram();
int vertexShaderLight = GLES20Renderer.loadShader(GLES20.GL_VERTEX_SHADER, GLES20Renderer.vertexShaderCodeLight);
int fragmentShaderLight = GLES20Renderer.loadShader(GLES20.GL_FRAGMENT_SHADER, GLES20Renderer.fragmentShaderCodeLight);
GLES20.glAttachShader(GLES20Renderer.programLight, vertexShaderLight);
GLES20.glAttachShader(GLES20Renderer.programLight, fragmentShaderLight);
GLES20.glLinkProgram(GLES20Renderer.programLight);
uPLocationLight = GLES20.glGetUniformLocation(GLES20Renderer.programLight, "uP");
uVPositionLocationLight = GLES20.glGetUniformLocation(GLES20Renderer.programLight, "uVPosition");
GLES20.glUseProgram(GLES20Renderer.programLight);
GLES20.glUniform4f(uVPositionLocationLight, LightPosInEyeSpace[0], LightPosInEyeSpace[1], LightPosInEyeSpace[2], LightPosInEyeSpace[3]);
GLES20.glUniformMatrix4fv(uPLocationLight, 1, false, ProjectionMatrix, 0);
GLES20.glDrawArrays(GLES20.GL_POINTS, 0, 1);
private static final String vertexShaderCodeLight =
"uniform vec4 uVPosition; \n"
+ "uniform mat4 uP; \n"
+ "void main(){ \n"
+ " gl_PointSize = 15.0; \n"
+ " gl_Position = uP * uVPosition; \n"
+ "} \n";
private static final String fragmentShaderCodeLight =
"#ifdef GL_FRAGMENT_PRECISION_HIGH \n"
+ "precision highp float; \n"
+ "#else \n"
+ "precision mediump float; \n"
+ "#endif \n"
+ "void main(){ \n"
+ " gl_FragColor = vec4(1.0,1.0,1.0,1.0); \n"
+ "} \n";
答案 1 :(得分:0)
GL_POINTS被剪裁在中心。这只是GL_POINTS的限制。如果你不能忍受,只需使用常规四边形(假设性能可以处理它)
答案 2 :(得分:-2)
增加视口大小会有所帮助,或者您可以将其渲染为纹理和缩放:)