我正在使用OpenGL ES 1.0创建一个游戏。我最近把我的平板电脑更新到了android 4.0.3,现在我所有的纹理都显示为黑色。我试着打开和关闭硬件加速,但似乎没有什么区别。
这是我加载纹理的代码。
public void loadTexture(GL10 gl, Context context, int image, boolean has_alpha) {
m_alpha = has_alpha;
int [] textures = new int[1];
gl.glDeleteTextures(1, textures, 0);
gl.glGenTextures(1, textures, 0);
m_textureid = textures[0];
gl.glBindTexture(GL10.GL_TEXTURE_2D, m_textureid);
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_REPEAT);
Bitmap bmp = BitmapFactory.decodeResource(context.getResources(), image);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);
bmp.recycle();
}
这是我渲染它们的代码。
public void render(GL10 gl, float rotation) {
gl.glPushMatrix();
gl.glEnable(GL10.GL_TEXTURE_2D);
// Tell OpenGL where our texture is located.
gl.glBindTexture(GL10.GL_TEXTURE_2D, m_textureid);
// Tell OpenGL to enable the use of UV coordinates.
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// Telling OpenGL where our UV coordinates are.
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureVB);
if(m_3d) {
// Counter-clockwise winding.
gl.glFrontFace(GL10.GL_CCW);
// Enable face culling.
gl.glEnable(GL10.GL_CULL_FACE);
// What faces to remove with the face culling.
gl.glCullFace(GL10.GL_BACK);
}
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// Specifies the location and data format of an array of vertex
// coordinates to use when rendering.
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexVB);
// Set flat color
gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
// Smooth color
if (colorVB != null) {
if(m_alpha) {
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
}
// Enable the color array buffer to be used during rendering.
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorVB);
}
gl.glTranslatef(m_a.m_pos.x + m_dist_x, m_a.m_pos.y + m_dist_y, m_a.m_pos.z + m_dist_z);
gl.glRotatef(rotation, 0.0f, 0.0f, 1.0f);
// Point out the where the color buffer is.
gl.glDrawElements(GL10.GL_TRIANGLES, indicies.length,
GL10.GL_UNSIGNED_SHORT, indexVB);
// Disable the vertices buffer.
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
if(m_alpha) {
gl.glDisable(GL10.GL_BLEND);
}
if(m_3d) {
// Disable face culling.
gl.glDisable(GL10.GL_CULL_FACE);
}
// Disable the use of UV coordinates.
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// Disable the use of textures.
gl.glDisable(GL10.GL_TEXTURE_2D);
//gl.glPopMatrix();
gl.glPopMatrix();
}
我已经解决了这个问题。我用以下代码加载位图
Bitmap bmp = BitmapFactory.decodeResource(context.getResources(), image);
我把它换成
Bitmap bmp = null;
InputStream is = context.getResources().openRawResource(image);
try {
bmp = BitmapFactory.decodeStream(is);
} finally {
try {
is.close();
is = null;
} catch(IOException e) {
}
}
这允许渲染所有大小为2的幂的纹理。任何不是2次方大小的纹理都不会渲染。OpenGL ES 1.0/1.1似乎无法处理非二次方纹理。我仍然不确定为什么当我的平板电脑运行蜂窝时,我能够渲染它们。
编辑:
我找到了一种使用OpenGL ES 1.0渲染非二次方纹理的方法。您必须将以下功能设置为GL_CLAMP_to_EDGE
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);