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Android GLES20.glDrawArrays(GLES20.GL_LINE_LOOP ...)

转载 作者:太空狗 更新时间:2023-10-29 14:27:54 32 4
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这可能是一个非常新手的问题,但我找不到答案。

使用来自 google 的简单教程 (http://developer.android.com/resources/tutorials/opengl/opengl-es20.html)

我试图画一个正方形(呃,用常识?),但得到了有趣的结果。如果有人能告诉我哪里出了问题,我将不胜感激。

   private void initShapes(){    
float triangleCoords[] = {
// X, Y, Z
-0.5f, -0.25f, 0,
0.5f, -0.25f, 0,
0.0f, 0.559016994f, 0,
0.0f, 0f, 0
};

// initialize vertex Buffer for triangle
ByteBuffer vbb = ByteBuffer.allocateDirect(
// (# of coordinate values * 4 bytes per float)
triangleCoords.length * 4);
vbb.order(ByteOrder.nativeOrder());// use the device hardware's native byte order
triangleVB = vbb.asFloatBuffer(); // create a floating point buffer from the ByteBuffer
triangleVB.put(triangleCoords); // add the coordinates to the FloatBuffer
triangleVB.position(0); // set the buffer to read the first coordinate
}


public void onDrawFrame(GL10 unused) {
// Redraw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

// Add program to OpenGL environment
GLES20.glUseProgram(mProgram);

GLES20.glVertexAttribPointer(maPositionHandle, 4, GLES20.GL_FLOAT, false, 12, triangleVB);
GLES20.glEnableVertexAttribArray(maPositionHandle);
GLES20.glDrawArrays(GLES20.GL_LINE_LOOP, 0, 4);

}

教程中的其他所有内容。

private final String vertexShaderCode = 
"attribute vec4 vPosition; \n" +
"void main(){ \n" +
" gl_Position = vPosition; \n" +
"} \n";

private final String fragmentShaderCode =
"precision mediump float; \n" +
"void main(){ \n" +
" gl_FragColor = vec4 (0.63671875, 0.76953125, 0.22265625, 1.0); \n" +
"} \n";

private int mProgram;
private int maPositionHandle;

private int loadShader(int type, String shaderCode){

// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type);

// add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);

return shader;
}

public void onSurfaceCreated(GL10 unused, EGLConfig config) {
initShapes();

// Set the background frame color
GLES20.glClearColor(0f, 0f, 0f, 1.0f);

int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);

mProgram = GLES20.glCreateProgram(); // create empty OpenGL Program
GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(mProgram); // creates OpenGL program executables

// get handle to the vertex shader's vPosition member
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
}

谢谢!

最佳答案

正如我在上面的评论中所说:

您似乎希望将 glVertexAttribPointer 调用的大小参数从 4 更改为 3,因为您没有使用 4d 向量 (XYZW)。

干杯

关于Android GLES20.glDrawArrays(GLES20.GL_LINE_LOOP ...),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/10178474/

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