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我遇到了一個問題,我的應用程序在我的模擬器上看起來很正常,但在我的手機上它只顯示我的場景片段。Android模擬器vs手機opengl不一致
圖片here(仿真器是右邊的一個。
我的渲染器的代碼是在這裏看到。(這是一個抽象類,但所有的實現類正在做的是繪製多邊形)
public abstract class AbstractRenderer implements Renderer {
float x = 0.5f;
float y = 1f;
float z = 3;
boolean displayCoordinateSystem = true;
public void onSurfaceCreated(GL10 gl, EGLConfig eglConfig) {
gl.glDisable(GL10.GL_DITHER);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
gl.glClearColor(.5f, .5f, .5f, 1);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_DEPTH_TEST);
}
public void onSurfaceChanged(GL10 gl, int w, int h) {
gl.glViewport(0, 0, w, h);
float ratio = (float) w/h;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 0, 10);
}
public void onDrawFrame(GL10 gl) {
gl.glDisable(GL10.GL_DITHER);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
GLU.gluLookAt(gl, x, y, z, 0f, 0, 0f, 0f, 1f, 0f);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
if(displayCoordinateSystem) {
drawCoordinateSystem(gl);
}
draw(gl);
// gl.glFlush();
}
private void drawCoordinateSystem(GL10 gl) {
ByteBuffer vbb = ByteBuffer.allocateDirect(6*3*4);
vbb.order(ByteOrder.nativeOrder());
FloatBuffer vertices = vbb.asFloatBuffer();
ByteBuffer ibb = ByteBuffer.allocateDirect(6*2);
ibb.order(ByteOrder.nativeOrder());
ShortBuffer indexes = ibb.asShortBuffer();
final float coordLength = 27f;
//add point (-1, 0, 0)
vertices.put(-coordLength);
vertices.put(0);
vertices.put(0);
//add point (1, 0, 0)
vertices.put(coordLength);
vertices.put(0);
vertices.put(0);
//add point (0, -1, 0)
vertices.put(0);
vertices.put(-coordLength);
vertices.put(0);
//add point (0, 1, 0)
vertices.put(0);
vertices.put(coordLength);
vertices.put(0);
//add point (0, 0, -1)
vertices.put(0);
vertices.put(0);
vertices.put(-coordLength);
//add point (0, 0, 1)
vertices.put(0);
vertices.put(0);
vertices.put(coordLength);
for(int i = 0; i < 6; i++) {
indexes.put((short)i);
}
vertices.position(0);
indexes.position(0);
gl.glColor4f(1, 1, 0, 0.5f);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertices);
gl.glDrawElements(GL10.GL_LINES, 2, GL10.GL_UNSIGNED_SHORT, indexes);
indexes.position(2);
gl.glColor4f(0, 1, 0, 0.5f);
gl.glDrawElements(GL10.GL_LINES, 2, GL10.GL_UNSIGNED_SHORT, indexes);
indexes.position(4);
gl.glColor4f(0, 0, 1, 0.5f);
gl.glDrawElements(GL10.GL_LINES, 2, GL10.GL_UNSIGNED_SHORT, indexes);
}
protected abstract void draw(GL10 gl);
}
我的猜測是,我沒有設置默認情況下由仿真器實現設置的一些值,只有一點是我不知道這件事可能是什麼,
希望聽到你的帥哥和夥計們!
另外,看起來您的頂點距離相機27個單位,您的遠距離只有10個單位。好的起點是gl.glFrustumf(....,0.1f,100.0f);然後你可以按照ryanm的建議調整值。 – Gilead 2011-02-09 23:20:26