Android OpenGL适用于模拟器,但不适用于手机



我有以下渲染器代码:

package hello.project;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.opengl.GLSurfaceView.Renderer;
import android.opengl.GLU;
public class HelloOpenGLES10Renderer implements Renderer {
private Square      square;
private Square2         square2;// the square
private Context     context;
private Context     context2;
public static int w,h;

/** Constructor to set the handed over context */
public HelloOpenGLES10Renderer(Context context) {
    this.square     = new Square();
    this.square2        = new Square2();
    this.context=context;

}
public void onDrawFrame(GL10 gl) {
    /*Square.loadGLTexture(gl, this.context,Square.getSex()); 
    Square2.loadGLTexture(gl, this.context,Square2.getHair()); 
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glLoadIdentity(); 
    GLU.gluPerspective(gl, 45.0f, (float)w / (float)h, 0.1f, 100.0f);
    GLU.gluLookAt(gl, 0, 1, 5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
    gl.glColor4f(1.0f, 1.0f, 1.0f, 2.0f);
    square.draw(gl);
    square2.draw(gl);*/
    // clear Screen and Depth Buffer
    Square.loadGLTexture(gl, this.context,Square.getSex()); 
    Square2.loadGLTexture(gl, this.context,Square2.getHair()); 
    gl.glColor4f(1.0f, 1.0f, 1.0f, 2.0f);   
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
      // Reset the Modelview Matrix
      gl.glLoadIdentity();
     // GLU.gluLookAt(gl, 0, 0, 0, 0, 0, 0, 0, 0, 0);
      // Drawing
      gl.glTranslatef(0.0f, 0.0f, -5.0f);  // move 5 units INTO the screen
      square.draw(gl);
      square2.draw(gl); 
}

public void onSurfaceChanged(GL10 gl, int width, int height) {
    if(height == 0) {           //Prevent A Divide By Zero By
        height = 1;             //Making Height Equal One
    }
    w=width;
    h=height;
    gl.glViewport(0, 0, width, height);     //Reset The Current Viewport
    gl.glMatrixMode(GL10.GL_PROJECTION);    //Select The Projection Matrix
    gl.glLoadIdentity();        //Reset The Projection Matrix
    //Calculate The Aspect Ratio Of The Window
    GLU.gluPerspective(gl, 45.0f, (float)width / (float)height, 0.1f, 100.0f);
    gl.glMatrixMode(GL10.GL_MODELVIEW);     //Select The Modelview Matrix
    gl.glLoadIdentity();        //Reset The Modelview Matrix
}

public void onSurfaceCreated(GL10 gl, EGLConfig config) {
      // Load the texture for the square
    gl.glEnable(GL10.GL_BLEND);
    gl.glEnable(GL10.GL_TEXTURE_2D); 
    gl.glShadeModel(GL10.GL_FLAT);    //Enable Smooth Shading
    //gl.glEnable(GL10.GL_ALPHA_TEST);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
    //gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
      Square.loadGLTexture(gl, this.context,Square.getSex());
    //  gl.glAlphaFunc(GL10.GL_GREATER, 0.5f);
      gl.glDisable(GL10.GL_DEPTH_TEST);
      gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);  //Black Background
      gl.glClearDepthf(1.0f);      //Depth Buffer Setup
      gl.glDepthFunc(GL10.GL_NEVER);    //The Type Of Depth Testing To Do
      //Really Nice Perspective Calculations
      gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
     }
}

如果我使用onDrawFrame中的当前代码,它非常适合模拟器,但在手机上SurfaceView是空白的,我什么也得不到。我在一篇文章中发现我应该使用 GLU.gluLookAt();而不是 gl.glLoadIdentity();如果我这样做(onDrawFrame 中注释的代码)它可以工作,我会得到背景,但我的纹理没有加载,无论是在手机上还是在模拟器上。我必须做什么才能加载它们和应用程序才能工作?

编辑1:我评论了onDrawFrame函数中的GLU.gluPerspective(gl, 45.0f, (float)w / (float)h, 0.1f, 100.0f);行,现在它显示了我的纹理,但程序强制在几秒钟后关闭。

我收到下一个日志猫错误:

 06-29 14:28:07.126: E/Adreno200-EGL(4825): eglLockWindowSurface: failed to map the memory for fd=54 offs=7385088
 06-29 14:28:07.126: E/Adreno200-EGL(4825): egliSwapWindowSurface: oglSwapBuffer failed
 06-29 14:28:07.126: E/EglHelper(4825): eglSwapBuffers glGetError = %d1285
 06-29 14:28:07.126: E/Adreno200-EGL(4825): eglLockWindowSurface: failed to map the memory for fd=54 offs=7385088
 06-29 14:28:07.276: W/dalvikvm(4825): threadid=9: thread exiting with uncaught exception (group=0x4001d5a0)
 06-29 14:28:07.276: E/AndroidRuntime(4825): FATAL EXCEPTION: GLThread 10
 06-29 14:28:07.276: E/AndroidRuntime(4825): java.lang.RuntimeException: eglSwapBuffers failed: EGL_BAD_ALLOC
 06-29 14:28:07.276: E/AndroidRuntime(4825):    at android.opengl.GLSurfaceView$EglHelper.throwEglException(GLSurfaceView.java:1084)
 06-29 14:28:07.276: E/AndroidRuntime(4825):    at android.opengl.GLSurfaceView$EglHelper.swap(GLSurfaceView.java:1042)
 06-29 14:28:07.276: E/AndroidRuntime(4825):    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1368)
 06-29 14:28:07.276: E/AndroidRuntime(4825):    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1122)
 06-29 14:28:09.268: I/Process(4825): Sending signal. PID: 4825 SIG: 9

有什么想法吗?

java.lang.RuntimeException: eglSwapBuffers failed: EGL_BAD_ALLOC主要是由于未正确处理glSurfaceView而导致的错误。

您必须通知glSurfaceView有关当前活动生命周期的信息。看这里:http://developer.android.com/reference/android/opengl/GLSurfaceView.html

另外,您的纹理有多大,您如何确保它的格式正确?

我的onDrawFrame()中有2个函数:

Square.loadGLTexture(gl, this.context,Square.getSex()); 
Square2.loadGLTexture(gl, this.context,Square2.getHair()); 

他们不断重新加载每一帧,直到内存已满并崩溃。改成:

if (Project.ifDraw){
        Square.loadGLTexture(gl, this.context,Square.getSex()); 
        Square2.loadGLTexture(gl, this.context,Square2.getHair());
        Project.ifDraw=false;
    }

在我的项目类中:

public static boolean ifDraw=true;

OnClickListeners 已实现:

 mGLView.invalidate();
ifDraw=true;

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