2012-08-02 94 views
0

好吧,這裏是代碼,它運行的很好,我只是沒有看到紋理。我看到一個白色正方形,正好與我指定的大小不同,而不是紋理。爲什麼我的OPEN GL ES紋理不顯示

public class MeshRect { 

MyRect rect; 
final int VERTEX_SIZE = (2 + 4 + 2) * 4; 
FloatBuffer vertices; 
ShortBuffer indices; 
long MyID; 

public MeshRect(MyRect rect, long ID) { 
    super(); 
    this.rect = rect; 
    MyID = ID; 

    Assemble(); 

} 

private void Assemble() { 
    ByteBuffer byteBuffer = ByteBuffer.allocateDirect(4 * VERTEX_SIZE); 
    byteBuffer.order(ByteOrder.nativeOrder()); 
    vertices = byteBuffer.asFloatBuffer(); 

    float x1 = (float) rect.BottomLeftCorner.x; 
    float x2 = (float) rect.BottomRightCorner.x; 
    float x3 = (float) rect.TopRightCorner.x; 
    float x4 = (float) rect.TopLeftCorner.x; 

    float y1 = (float) rect.BottomLeftCorner.y; 
    float y2 = (float) rect.BottomRightCorner.y; 
    float y3 = (float) rect.TopRightCorner.y; 
    float y4 = (float) rect.TopLeftCorner.y; 

    vertices.put(new float[] { x1, y1, 1, 1, 1, 1, 0.0f, 1.0f, 
           x2, y2, 1, 1, 1, 1, 1.0f, 1.0f, 
           x3, y3, 1, 1, 1, 1, 1.0f, 0.0f, 
           x4, y4, 1, 1, 1, 1, 0.0f, 0.0f }); 
          // x y r g b A u|s v|t 
    vertices.flip(); 

    byteBuffer = ByteBuffer.allocateDirect(6 * 2); 
    byteBuffer.order(ByteOrder.nativeOrder()); 
    indices = byteBuffer.asShortBuffer(); 
    indices.put(new short[] { 0, 1, 2, 
           2, 3, 0 }); 
    indices.flip(); 
} 

public FloatBuffer getVertices() { 
    return vertices; 
} 

public ShortBuffer getIndices() { 
    return indices; 
} 


public long getMyID() { 
    return MyID; 
} 

public void Draw(int primitiveType, GL10 gl) { 
    int numVertices = 6; 

    //set vertex array 
    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); 
    vertices.position(0); 
    gl.glVertexPointer(2, GL10.GL_FLOAT, VERTEX_SIZE, vertices); 

    //set color 
    gl.glEnableClientState(GL10.GL_COLOR_ARRAY); 
    vertices.position(2); 
    gl.glColorPointer(4, GL10.GL_FLOAT, VERTEX_SIZE, vertices); 

    // set texture coords 
    gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); 
    vertices.position(6); 
    gl.glTexCoordPointer(2, GL10.GL_FLOAT, VERTEX_SIZE, vertices); 

    //set indices 
    indices.position(0); 
    gl.glDrawElements(primitiveType, numVertices, GL10.GL_UNSIGNED_SHORT, indices); 

    //reset 
    gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); 
    gl.glDisableClientState(GL10.GL_COLOR_ARRAY); 

} 

} 

和渲染

public void Render(GL10 gl, long deltaTime) { 
    //render all 
    Log.d("Game", "Render"); 

    gl.glViewport(0, 0, Screen.SCREEN_WIDTH, Screen.SCREEN_HEIGHT); 
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT); 
    gl.glMatrixMode(GL10.GL_PROJECTION); 
    gl.glLoadIdentity(); 
    gl.glOrthof(0, Screen.WIDTH_SCALE, 0, Screen.HEIGHT_SCALE, 1, -1); 

    gl.glEnable(GL10.GL_BLEND); 
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); 

    /** 
    * so psuedo would look something like this 
    * 
    * *.Update(); 
    * gl.glEnable(GL10.GL_TEXTURE_2D); 
    * Textures.BindTexture(*.getCurrentTextureFileID); 
    * MeshRects.draw((*.getMyRect) ,GL10.GL_TRIANGLES, gl); 
    * 
    * update(); 
    * bind texture; 
    * draw rect; 
    */ 

    ball.Update(deltaTime); 
    gl.glEnable(GL10.GL_TEXTURE_2D); 
    texture.bind(gl); 
    MeshRect mRect = new MeshRect(ball.getMyRect(), 1); 
    mRect.Draw(GL10.GL_TRIANGLES, gl); 

} 

和紋理綁定方法

public void bind(GL10 gl) { 
    Log.d("Texture", "Bind"); 
    gl.glBindTexture(GL10.GL_TEXTURE_2D, TextureID); 
} 

我不能幫助,但覺得我失去了一些東西。這是我第一次進入OPEN GL的世界,而今天我通過閱讀和測試來自互聯網的代碼創建了這一切。關於如何去做並沒有簡單的資源,所以我一直在學習我自己的2D引擎,以便我可以在很長一段時間內重複使用它。

回答

1

我沒有看到任何紋理設置代碼。

glTexImage2D在哪裏?此外,我不看來電設置過濾等

這裏是設置紋理(它在C,但你需要類似的東西)的代碼段:

GLubyte tex[] = {255, 0, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 255, 0, 0, 255}; 
    glActiveTexture(GL_TEXTURE0); 
    glGenTextures(1, &texId); 
    glBindTexture(GL_TEXTURE_2D, texId); 
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); 
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex); 
    glBindTexture(GL_TEXTURE_2D, 0); 
+0

你是非常接近的,我只是需要重新排列幾行,然後添加我錯過的一行。謝謝 – WIllJBD 2012-08-02 22:04:36