2014-02-13 182 views
1

我開始學習Android的OpenGL ES 2.0。據我的理解,我只能渲染其x和y座標在-1和1之間歸一化的那些值。但突然間,我的代碼行爲有所不同,並且呈現範圍爲-4到4的值。我的理解是正確的還是您是否正確認爲我的代碼有問題?對於投影矩陣OpenGL ES 2.0中的渲染點

MatrixHelper類:

public class MatrixHelper { 
    public static void perspectiveM(float[] m, float yFovInDegrees, float aspect, 
     float n, float f) { 
     final float angleInRadians = (float) (yFovInDegrees * Math.PI/180.0); 

     final float a = (float) (1.0/Math.tan(angleInRadians/2.0)); 
     m[0] = a/aspect; 
     m[1] = 0f; 
     m[2] = 0f; 
     m[3] = 0f; 

     m[4] = 0f; 
     m[5] = a; 
     m[6] = 0f; 
     m[7] = 0f; 

     m[8] = 0f; 
     m[9] = 0f; 
     m[10] = -((f + n)/(f - n)); 
     m[11] = -1f; 

     m[12] = 0f; 
     m[13] = 0f; 
     m[14] = -((2f * f * n)/(f - n)); 
     m[15] = 0f;   
    } 
} 

這裏是我的同班同學畫線:

public class Well { 
    private static final int POSITION_COMPONENT_COUNT = 2; 
    private static final int COLOR_COMPONENT_COUNT = 3; 
    private static final int STRIDE = 
      (POSITION_COMPONENT_COUNT + COLOR_COMPONENT_COUNT) * BYTES_PER_FLOAT; 
    private static final float[] VERTEX_DATA = { 

     2.57088082911189f,2.70649737162497f, 1f, 0f, 0f, 
     2.57088082911189f,2.70649737162497f, 1f, 0f, 0f,    
    }; 
    private final VertexArray vertexArray; 

    public Well() { 
     vertexArray = new VertexArray(VERTEX_DATA); 
    } 

    public void bindData(ColorShaderProgram colorProgram) { 
     vertexArray.setVertexAttribPointer(0, colorProgram.getPositionAttributeLocation(), POSITION_COMPONENT_COUNT, STRIDE); 

     vertexArray.setVertexAttribPointer(POSITION_COMPONENT_COUNT, colorProgram.getColorAttributeLocation(), COLOR_COMPONENT_COUNT, STRIDE); 
    } 

    public void draw() { 
     glDrawArrays(GL_LINE_STRIP, 0, 2); 
    } 
} 
+0

默認視口覆蓋兩個座標軸的座標範圍-1到+1。它並不一定要 - 您需要定義投影矩陣和可能的相機轉換矩陣,以便將渲染對象正確映射到屏幕的幾何圖形:http://developer.android.com/guide/topics /graphics/opengl.html請澄清您的具體問題並顯示您的相關代碼。 – NigelK

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