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Android OpenGL纹理未呈现

作者:互联网

这是我的GL初始化代码:

    gl.glEnable(GL10.GL_TEXTURE_2D);
    gl.glShadeModel(GL10.GL_SMOOTH);

    gl.glEnable(GL10.GL_BLEND);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);

    gl.glDisable(GL10.GL_DEPTH_TEST);
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glLoadIdentity();

    gl.glViewport(0, 0, width, height);

    float left = 0;
    float right = width;
    float top = height;
    float bottom = 0;
    gl.glOrthof(left, right, top, bottom, -1, 1);

    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glLoadIdentity();

    textures.put("ball", new Texture(gl, BitmapFactory.decodeResource(context.getResources(), R.drawable.ball)));

这是我的Texture类

public class Texture
{
int[] texture = new int[1];

static int real_width = 0;
static int real_height = 0;

Texture(GL10 gl, Bitmap bmp)
{
    real_width = bmp.getWidth();
    real_height = bmp.getHeight();

    gl.glGenTextures(1, texture, 0);

    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);

    GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);
    bmp.recycle();

    int error = gl.glGetError();
    if (error != GL10.GL_NO_ERROR)
    { 
        Log.e("ROLL", "GL Texture Load Error: " + GLU.gluErrorString(error));
    }
}

public void draw(GL10 gl, float x, float y)
{
    draw(gl, x, y, real_width, real_height);
}

public void draw(GL10 gl, float x, float y, float w, float h)
{
    gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);

    float[] vertices = { x + w, y + h, x, y + h, x, y, x + w, y };
    float[] textureCoords = { 1, 1, 0, 1, 0, 0, 1, 0 };

    ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4);
    byteBuf.order(ByteOrder.nativeOrder());
    FloatBuffer vertexBuffer = byteBuf.asFloatBuffer();
    vertexBuffer.put(vertices);
    vertexBuffer.position(0);

    byteBuf = ByteBuffer.allocateDirect(textureCoords.length * 4);
    byteBuf.order(ByteOrder.nativeOrder());
    FloatBuffer textureBuffer = byteBuf.asFloatBuffer();
    textureBuffer.put(textureCoords);
    textureBuffer.position(0);

    gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]);

    gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer);
    gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);

    gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, 4);

    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

}
}

我得到的问题是,除了正确形状和位置的白色框外,什么都没画.

图像的大小为50×50,我认为这是由于2的功能所致,但是在模拟器上也会出现此问题.

另外,我的确在日志中得到一个错误,它说:“ GL Texture Load Error:无效值”,但是我不知道那是什么意思.

最后,我像这样绘制纹理:

gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

textures.get("ball").draw(gl, 10, 10);

解决方法:

glTexImage2D开始:

>如果internalFormat不是1、2、3、4或3,则生成GL_INVALID_VALUE
公认的分辨率和格式符号常量之一.
>如果宽度或高度小于0或则生成GL_INVALID_VALUE
大于2 GL_MAX_TEXTURE_SIZE.
>如果非二次幂纹理不是生成的,则生成GL_INVALID_VALUE
支持,宽度或高度不能表示为2k 2
k的某个整数值的边界.
>如果border不为0或1,则生成GL_INVALID_VALUE.

我认为内部格式是错误的.尝试自己指定该怎么办.有关GLUtils的更多文档,您可以找到there.

但首先,我看到在将纹理加载到GL之前尚未绑定纹理.

gl.glGenTextures(1, texture, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); 

gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);

GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);
bmp.recycle();

标签:opengl-es,textures,android
来源: https://codeday.me/bug/20191208/2089200.html