3
我試圖在Android應用程序中使用gluLookAt來移動「相機」,但我沒有看到任何結果。我環顧四周,我發現任何glLoadIndentity()調用都會重置矩陣,取消gluLookAt的效果。儘管使用Push/PopMatrix進行轉換,gluLookAt不工作
問題是,無論我放在我的gluLookAt調用中,什麼都不會移動。
因此,這裏是我的表面設置的相關部分:
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glDisable(GL10.GL_DITHER);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearColor(0f, 0f, 0f, 0.5f);
gl.glClearDepthf(1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluPerspective(gl, 45f, (float) width/(float) height, 0.01f, 200f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
}
然後我幀繪製方法是:
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
GLU.gluLookAt(gl, 0, 0, 100, 0, 0, 0, 0, 1, 0);
for (int i = 0; i < obj.size; i++) { // obj is an array of positions
obj = mObj[i];
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glTranslatef(obj.position.x(), obj.position.y(), obj.position.z());
gl.glRotatef(obj.rotation.x(), 1f, 0f, 0f);
gl.glRotatef(obj.rotation.y(), 0f, 1f, 0f);
gl.glRotatef(obj.rotation.z(), 0f, 0f, 1f);
obj.draw(gl); // the objects 'draw' themselves
gl.glPopMatrix();
}
}
這是我的對象的draw()函數的例子,這本質上吸引了一堆元素:
class SomeObject {
public void draw(GL10 gl) {
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glFrontFace(GL10.GL_CCW);
gl.glCullFace(GL10.GL_BACK);
gl.glColor4f(1f, 0f, 0f, 1f);
gl.glDrawElements(GL10.GL_TRIANGLES, SomeObject.fCount, GL10.GL_UNSIGNED_BYTE, faceBuffer);
gl.glColor4f(1, 1, 1, 1);
gl.glDisableClientState(GL10.GL_NORMAL_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
}
啊,我是個白癡。仍然得到那些glLoadIdentities :)整個狀態模型,矩陣轉換序列的東西對我來說是新的。謝謝! – Cylindric 2010-08-10 10:34:05
沒問題,很高興這是一個簡單的修復:) – genpfault 2010-08-10 14:35:09