我再次嘗試進入openGL,但像往常一樣,當我繞過vertices/vertixes /時,會窒息/無論什麼和每一個小細節都可能導致災難(格式錯誤,初始化不行正確設置,保存內存等)。爲什麼我的android openGL ES測試渲染器崩潰
我的主要目標是使用OpenGL的2D圖形來加快性能相比,普通的CPU繪圖。
不管怎麼說,我的OpenGL渲染是這樣的:
package com.derp.testopengl;
import java.nio.Buffer;
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.opengl.GLU;
import android.opengl.GLSurfaceView.Renderer;
public class OpenGLRenderer implements Renderer {
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// Set the background color to black (rgba).
gl.glClearColor(1.0f, 0.0f, 0.0f, 0.5f); // OpenGL docs.
// Enable Smooth Shading, default not really needed.
gl.glShadeModel(GL10.GL_SMOOTH);// OpenGL docs.
// Depth buffer setup.
gl.glClearDepthf(1.0f);// OpenGL docs.
// Enables depth testing.
gl.glEnable(GL10.GL_DEPTH_TEST);// OpenGL docs.
// The type of depth testing to do.
gl.glDepthFunc(GL10.GL_LEQUAL);// OpenGL docs.
// Really nice perspective calculations.
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, // OpenGL docs.
GL10.GL_NICEST);
}
public void onDrawFrame(GL10 gl) {
// Clears the screen and depth buffer.
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | // OpenGL docs.
GL10.GL_DEPTH_BUFFER_BIT);
// Define the points of my triangle
float floatbuff[] = {
1.0f,0.0f,0.0f,
0.0f,1.0f,0.0f,
-1.0f,0.0f,0.0f
};
// Create memory on the heap
ByteBuffer vbb = ByteBuffer.allocateDirect(3 * 3 * 4);
vbb.order(ByteOrder.nativeOrder());
FloatBuffer vertices = vbb.asFloatBuffer();
// Insert points into floatbuffer
vertices.put(floatbuff);
// Reset position
vertices.position(0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// Change color to green
gl.glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
// Pass vertices to openGL
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertices);
// Draw 'em
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
// Sets the current view port to the new size.
gl.glViewport(0, 0, width, height);// OpenGL docs.
// Select the projection matrix
gl.glMatrixMode(GL10.GL_PROJECTION);// OpenGL docs.
// Reset the projection matrix
gl.glLoadIdentity();// OpenGL docs.
// Should give a 2D coordinate system that responds to the screen
gl.glOrthof(0.0f, width, 0.0f, height, 0, 200.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();// OpenGL docs.
}
}
目前,它崩潰就行了:
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3);
隨着IndexOutOfBoundsException異常,但我敢肯定有更多的問題與代碼。
感謝您的幫助!