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android - 某些图像无法加载 - android openGL 纹理

转载 作者:太空狗 更新时间:2023-10-29 13:37:14 25 4
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我有一个正在绘制正方形的 GlSurfaceView,我正在尝试使用 image.png 对其进行纹理化。我在同一个可绘制文件夹中使用了两个不同的 png 文件。当我引用一个时,它加载得很好,但如果我将 R.image.png 切换到另一个,我的 sqaure 刚变白.. 谁能帮忙?下面是我的方形类和我的 glView。

正方形:

    package com.eliddell.AR;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLUtils;

public class Square {

private FloatBuffer vertexBuffer; // buffer holding the vertices

private float vertices[] = {
-1.0f, -1.0f, 0.0f, // V1 - bottom left
-1.0f, 1.0f, 0.0f, // V2 - top left
1.0f, -1.0f, 0.0f, // V3 - bottom right
1.0f, 1.0f, 0.0f // V4 - top right

};

private FloatBuffer textureBuffer; // buffer holding the texture coordinates
private float texture[] = {
// Mapping coordinates for the vertices
0.0f, 1.0f, // top left (V2)
0.0f, 0.0f, // bottom left (V1)
1.0f, 1.0f, // top right (V4)
1.0f, 0.0f // bottom right (V3)

};


public Square() {

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

byteBuffer = ByteBuffer.allocateDirect(texture.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
textureBuffer = byteBuffer.asFloatBuffer();
textureBuffer.put(texture);
textureBuffer.position(0);

}
/** The texture pointer */
private int[] textures = new int[1];

public void loadGLTexture(GL10 gl, Context context) {
// loading texture
InputStream is = context.getResources().openRawResource(R.drawable.android);
Bitmap bitmap = BitmapFactory.decodeStream(is);
//Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(),R.drawable.android);

// generate one texture pointer
gl.glGenTextures(1, textures, 0);
// ...and bind it to our array
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);

// create nearest filtered texture
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);

// Use Android GLUtils to specify a two-dimensional texture image from our bitmap
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);

// Clean up
bitmap.recycle();
}
public void draw(GL10 gl) {
// bind the previously generated texture
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);

// Point to our buffers
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

// Set the face rotation
gl.glFrontFace(GL10.GL_CW);

// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);

// Draw the vertices as triangle strip
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);

//Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

}

}

还有我的 GLSurfaceView 和 Render:

    package com.eliddell.AR;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLU;
import android.content.Context;
import android.graphics.PixelFormat;
import android.hardware.Camera;
import android.opengl.GLSurfaceView;
import android.opengl.GLSurfaceView.Renderer;
import android.view.SurfaceHolder;

public class GLLayer extends GLSurfaceView implements SurfaceHolder.Callback, Camera.PreviewCallback, Renderer {

private Context context;
private Square square; // the triangle to be drawn


public GLLayer(Context context) {
super(context);
this.context = context;
this.square = new Square();

// settings for translucent glView
this.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
this.getHolder().setFormat(PixelFormat.TRANSLUCENT);

// set render to inline
this.setRenderer(this);

}

@Override
public void onDrawFrame(GL10 gl) {
// clear Screen and Depth Buffer
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

// Reset the Modelview Matrix
gl.glLoadIdentity();

// Drawing
gl.glTranslatef(0.0f, 0.0f, -5.0f); // move 5 units INTO the screen
// is the same as moving the camera 5 units away
square.draw(gl); // Draw the triangle

}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
if(height == 0) { //Prevent A Divide By Zero By
height = 1; //Making Height Equal One
}
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


}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig arg1) {
// Load the texture for the square
square.loadGLTexture(gl, this.context);

gl.glEnable(GL10.GL_TEXTURE_2D); //Enable Texture Mapping ( NEW )
gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); //Black Background
gl.glClearDepthf(1.0f); //Depth Buffer Setup
gl.glEnable(GL10.GL_DEPTH_TEST); //Enables Depth Testing
gl.glDepthFunc(GL10.GL_LEQUAL); //The Type Of Depth Testing To Do

//Really Nice Perspective Calculations
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

}

@Override
public void onPreviewFrame(byte[] data, Camera camera) {
// TODO Auto-generated method stub

}

}

最佳答案

可能你的纹理剂量有二维的力量。Opengl 只能加载具有 pot(2 的幂)大小的纹理,例如:32X32、64X64、128X128 ..... 而不是 36X36、48X48 ....

更改图片大小。

关于android - 某些图像无法加载 - android openGL 纹理,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/9339873/

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