2011-06-19 58 views
2

我是Android和OpenGL開發的新手 我嘗試做一個帶有紋理的立方體,但是我需要使這個紋理在ETC1壓縮中被壓縮,我做了一個像我在develop.android網站,但代碼只能在模擬器上運行!壓縮紋理在Android中變成白色

我測試兩個設備

1)的Nexus移動,在該裝置中的立方體沒有出現,我在網上搜索,我發現這個設備的原始的Android爲2.1,它被升級到2.3 ,這是使設備能夠繪製幼仔的原因嗎?

2)摩托羅拉Xoom平板電腦,它是一個Android 3.1設備,立方體出現在這裏,但白色,而不是未壓縮紋理,它支持CTE1,並且沒有OPENGL錯誤!

壓縮紋理PNG 265 * 265 /我把壓縮紋理在原始文件夾

代碼就像下面

public class TextureCube { 
private String TAG; 
private Context context; 
private FloatBuffer vertexBuffer; // Buffer for vertex-array 
private FloatBuffer texBuffer; // Buffer for texture-coords-array 

private float[] vertices = { // Vertices for a face 
-1.0f, -1.0f, 0.0f, // 0. left-bottom-front 
     1.0f, -1.0f, 0.0f, // 1. right-bottom-front 
     -1.0f, 1.0f, 0.0f, // 2. left-top-front 
     1.0f, 1.0f, 0.0f // 3. right-top-front 
}; 
float[] texCoords = { // Texture coords for the above face 
0.0f, 1.0f, // A. left-bottom 
     1.0f, 1.0f, // B. right-bottom 
     0.0f, 0.0f, // C. left-top 
     1.0f, 0.0f // D. right-top 
}; 
int[] textureIDs = new int[1]; // Array for 1 texture-ID 

// Constructor - Set up the buffers 
public TextureCube(Context context) { 
    this.context = context; 
    TAG = "Sam Messages: " + this.getClass().getName(); 
    // Setup vertex-array buffer. Vertices in float. An float has 4 bytes 
    ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); 
    vbb.order(ByteOrder.nativeOrder()); // Use native byte order 
    vertexBuffer = vbb.asFloatBuffer(); // Convert from byte to float 
    vertexBuffer.put(vertices); // Copy data into buffer 
    vertexBuffer.position(0); // Rewind 

    // Setup texture-coords-array buffer, in float. An float has 4 bytes 
    ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4); 
    tbb.order(ByteOrder.nativeOrder()); 
    texBuffer = tbb.asFloatBuffer(); 
    texBuffer.put(texCoords); 
    texBuffer.position(0); 
} 

// Draw the shape 
public void draw(GL10 gl) { 


    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); 
    gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); 

    gl.glFrontFace(GL10.GL_CCW); // Front face in counter-clockwise orientation 
    gl.glEnable(GL10.GL_CULL_FACE); // Enable cull face 
    gl.glCullFace(GL10.GL_BACK); // Cull the back face (don't display) 

    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); 
    gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); 
    gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Enable texture-coords-array 
    gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texBuffer); // Define texture-coords buffer 

    // front 
    gl.glPushMatrix(); 
    gl.glTranslatef(0.0f, 0.0f, 1.0f); 
    gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); 
    gl.glPopMatrix(); 

    // left 
    gl.glPushMatrix(); 
    gl.glRotatef(270.0f, 0.0f, 1.0f, 0.0f); 
    gl.glTranslatef(0.0f, 0.0f, 1.0f); 
    gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); 
    gl.glPopMatrix(); 

    // back 
    gl.glPushMatrix(); 
    gl.glRotatef(180.0f, 0.0f, 1.0f, 0.0f); 
    gl.glTranslatef(0.0f, 0.0f, 1.0f); 
    gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); 
    gl.glPopMatrix(); 

    // right 
    gl.glPushMatrix(); 
    gl.glRotatef(90.0f, 0.0f, 1.0f, 0.0f); 
    gl.glTranslatef(0.0f, 0.0f, 1.0f); 
    gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); 
    gl.glPopMatrix(); 

    // top 
    gl.glPushMatrix(); 
    gl.glRotatef(270.0f, 1.0f, 0.0f, 0.0f); 
    gl.glTranslatef(0.0f, 0.0f, 1.0f); 
    gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); 
    gl.glPopMatrix(); 

    // bottom 
    gl.glPushMatrix(); 
    gl.glRotatef(90.0f, 1.0f, 0.0f, 0.0f); 
    gl.glTranslatef(0.0f, 0.0f, 1.0f); 
    gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); 
    gl.glPopMatrix(); 

    gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Disable 
                  // texture-coords-array 
    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); 
    gl.glDisable(GL10.GL_CULL_FACE); 
} 

// Load an image into GL texture 
public void loadTexture(GL10 gl) { 

    Boolean loadCompressed = true; 
    if (loadCompressed) { 
     /****************************************************/ 
     /** LOAD A COMPRESSED TEXTURE IMAGE */ 
     /***********************************/ 
     Log.w(TAG, ": ETC1 texture support: " + ETC1Util.isETC1Supported()); 
     try { 
       ETC1Util.loadTexture(GLES20 .GL_TEXTURE_2D, 0, 0, 
         GLES20.GL_RGB, GLES20.GL_UNSIGNED_SHORT_5_6_5, 
         context.getResources().openRawResource(R.raw.pic3)); 

      Log.w(TAG, ": OpenGL Error -After LoadTexture()-:" + gl.glGetError()); 
      Log.w(TAG,"OpenGL Extensions: " + gl.glGetString(GL10.GL_EXTENSIONS)); 
     } catch (IOException e) { 
      Log.w(TAG, ": Could not load texture: " + e); 
     } finally { 

       Log.w(TAG, ": OpenGL Error -In Final()-:" + gl.glGetError()); 
     } 
    } else { 
     /*****************************************************/ 
     /** LOAD A TEXTURE IMAGE */ 
     /************************/ 

     gl.glGenTextures(1, textureIDs, 0); // Generate texture-ID array 
     gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[0]); // Bind to texture ID Set up texture filters 
     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); 
     InputStream istream = context.getResources().openRawResource(R.drawable.pic5); 
     Bitmap bitmap; 
     try { 
      bitmap = BitmapFactory.decodeStream(istream); 
     } finally { 
      try { 
       istream.close(); 
      } catch (IOException e) { 
      } 
     } 
     // Build Texture from loaded bitmap for the currently-bind texture 
     // ID 
     GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); 
     bitmap.recycle(); 
     /******************************************************/ 
    } 
} 

回答

2

你不能設置一個紋理名稱爲壓縮紋理加載,這兩個函數調用

gl.glGenTextures(1, textureIDs, 0); // Generate texture-ID array 
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[0]); // Bind to texture 

這樣做,所以把它們放在函數的開頭。

「白色」紋理通常表示紋理不完整。這通常發生在啓用了mipmaping但不提供所有必需的mipmap級別的情況下。在上面的代碼你禁用mipmaping未壓縮的紋理:

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); 

但留下的東西,因爲他們,壓縮 - 嘗試,如果你把那兩個電話名稱產生後發生了什麼,也就是還前if(compressed)

public void loadTexture(GL10 gl) { 

    gl.glGenTextures(1, textureIDs, 0); 
    gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[0]); 
    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); 

    Boolean loadCompressed = true; 
    if (loadCompressed) { 
     /****************************************************/ 
     /** LOAD A COMPRESSED TEXTURE IMAGE */ 
     /***********************************/ 
     Log.w(TAG, ": ETC1 texture support: " + ETC1Util.isETC1Supported()); 
     try { 
       ETC1Util.loadTexture(GLES20 .GL_TEXTURE_2D, 0, 0, 
         GLES20.GL_RGB, GLES20.GL_UNSIGNED_SHORT_5_6_5, 
         context.getResources().openRawResource(R.raw.pic3)); 

      Log.w(TAG, ": OpenGL Error -After LoadTexture()-:" + gl.glGetError()); 
      Log.w(TAG,"OpenGL Extensions: " + gl.glGetString(GL10.GL_EXTENSIONS)); 
     } catch (IOException e) { 
      Log.w(TAG, ": Could not load texture: " + e); 
     } finally { 

       Log.w(TAG, ": OpenGL Error -In Final()-:" + gl.glGetError()); 
     } 
    } else { 
     /*****************************************************/ 
     /** LOAD A TEXTURE IMAGE */ 
     /************************/ 
     InputStream istream = context.getResources().openRawResource(R.drawable.pic5); 
     Bitmap bitmap; 
     try { 
      bitmap = BitmapFactory.decodeStream(istream); 
     } finally { 
      try { 
       istream.close(); 
      } catch (IOException e) { 
      } 
     } 
     // Build Texture from loaded bitmap for the currently-bind texture 
     // ID 
     GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); 
     bitmap.recycle(); 
     /******************************************************/ 
    } 
} 
+0

datenwolf, 我不知道該怎麼感謝亞人 它的工作,但我真的無法理解以及你的意思,你能幫助我,送我,我可以開始一個很好的教程 謝謝 – Samy

+0

謝謝你的男人 它正在 非常感謝你 – Samy

+1

@Samy:這僅僅是OpenGL的紋理製作的基本模式:使用'glGenTexture'綁定的紋理名稱中使用的目標紋理單元分配質地名'glBindTexture'設置紋理參數(使用mipmaping,過濾器類型)等,通過'glTextureParameter',設置紋理環境(多紋理需要),最後直接使用'glTexImage2D'或一些輔助函數加載實際紋理數據,最後調用它。深入的教程是OpenGL編程指南http://goo.gl/WU9Qz和NeHe紋理教程http://goo.gl/pBjfz – datenwolf