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android - Openg GL 2.0 Android 错误 0x501 (GL_INVALID_VALUE)

转载 作者:塔克拉玛干 更新时间:2023-11-02 19:16:21 27 4
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我正在尝试在 android 上构建一个小的 Open GL2.0 演示应用程序,但出现以下错误

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07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context     (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread)
07-02 20:50:40.110: E/libEGL(1252): call to OpenGL ES API with no current context (logged once per thread)

在控制台中

[2012-07-02 20:50:44 - Emulator]     development/tools/emulator/opengl/host/libs/Translator/GLES_V2/GLESv2Imp.cpp:glGetAttribLoc    ation:826 error 0x501
[2012-07-02 20:50:44 - Emulator] development/tools/emulator/opengl/host/libs/Translator/GLES_V2/GLESv2Imp.cpp:glGetUniformLocation:1383 error 0x501

我的代码

查看

package limitliss.graphics.play;


import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLSurfaceView.Renderer;
import android.opengl.GLU;

public class OGLView extends GLSurfaceView implements Renderer {

private int mColorType = 0;

private float rotx = 0.0f;
private float roty = 0.0f;
Triangle tri = new Triangle();

public OGLView(Context context) {
super(context);
setEGLContextClientVersion(2);

this.setRenderer(this);
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
// TODO Auto-generated constructor stub
}



public static 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) {
// Set the background frame color
GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
tri.draw();
}

public void onDrawFrame(GL10 unused) {
// Redraw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
tri.draw();
}

public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
}
}


Triangle

package limitliss.graphics.play;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

import javax.microedition.khronos.opengles.GL10;

import android.opengl.GLES20;



public class Triangle {

float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };

private FloatBuffer vertexBuffer;
int mProgram;
int mPositionHandle;
private final String vertexShaderCode =
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = vPosition;" +
"}";

private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
static float triangleCoords[] = { // in counterclockwise order:
0.0f, 0.622008459f, 0.0f, // top
-0.5f, -0.311004243f, 0.0f, // bottom left
0.5f, -0.311004243f, 0.0f}; // bottom right

public Triangle() {
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
// (number of coordinate values * 4 bytes per float)
triangleCoords.length * 4);
// use the device hardware's native byte order
bb.order(ByteOrder.nativeOrder());

// create a floating point buffer from the ByteBuffer
vertexBuffer = bb.asFloatBuffer();
// add the coordinates to the FloatBuffer
vertexBuffer.put(triangleCoords);
// set the buffer to read the first coordinate
vertexBuffer.position(0);

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

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

public void draw() {

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

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

// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);

// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
COORDS_PER_VERTEX, vertexBuffer);

// get handle to fragment shader's vColor member
int mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");

// Set color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, color, 0);

// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);

// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}

public void render(GL10 gl){

gl.glPushMatrix();
gl.glColor4f(this.color[0],this.color[1],this.color[2],this.color[3]);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, 3);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glPopMatrix();
}
}

最佳答案

你得到 call to OpenGL ES API with no current context 错误,因为你正在 OpenGL 之外创建三角形 Triangle tri = new Triangle();线程(三角形构造函数正在调用 opengl)。只有 OpenGL 回调(onSurfaceCreated、onDrawFrame 等)中的代码在 opengl 线程上执行。

tri = new Triangle() 放在 onSurfaceCreated 中,这些错误应该会消失。

关于android - Openg GL 2.0 Android 错误 0x501 (GL_INVALID_VALUE),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/11299643/

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