私はいくつかのコードを持っています。ここにそのほとんどがあります:
class Cube {
public Cube()
{
...
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
mFVertexBuffer = vbb.asFloatBuffer();
mFVertexBuffer.put(vertices);
mFVertexBuffer.position(0);
mColorBuffer = ByteBuffer.allocateDirect(colors.length);
mColorBuffer.put(colors);
mColorBuffer.position(0);
mTfan1 = ByteBuffer.allocateDirect(tfan1.length);
mTfan1.put(tfan1);
mTfan1.position(0);
mTfan2 = ByteBuffer.allocateDirect(tfan2.length);
mTfan2.put(tfan2);
mTfan2.position(0);
}
public void draw(GL10 gl)
{
gl.glVertexPointer(3, GL11.GL_FLOAT, 0, mFVertexBuffer);
gl.glColorPointer(4, GL11.GL_UNSIGNED_BYTE, 0, mColorBuffer);
gl.glDrawElements(GL10.GL_TRIANGLE_FAN, 6 * 3, GL10.GL_UNSIGNED_BYTE, mTfan1);
gl.glDrawElements(GL10.GL_TRIANGLE_FAN, 6 * 3, GL10.GL_UNSIGNED_BYTE, mTfan2);
}
private FloatBuffer mFVertexBuffer;
private ByteBuffer mColorBuffer;
private ByteBuffer mTfan1;
private ByteBuffer mTfan2;
}
そしてレンダラー:
public class CubeRenderer implements GLSurfaceView.Renderer
{
public CubeRenderer(boolean useTranslucentBackground)
{
mTranslucentBackground = useTranslucentBackground;
mCube = new Cube();
}
public void onDrawFrame(GL10 gl)
{
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glClearColor(0.0f, 0.5f, 0.5f, 1.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0.0f,(float)Math.sin(mTransY), -7.0f);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
mCube.draw(gl);
mTransY += 0.075f;
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height)
{
gl.glViewport(0,0,width,height);
float aspectRatio;
float zNear = 0.1f;
float zFar = 1000;
float fieldOfView = 30.0f/57.3f;
float size;
gl.glEnable(GL10.GL_NORMALIZE);
aspectRatio = (float)width/(float)height;
gl.glMatrixMode(GL10.GL_PROJECTION);
size = zNear * (float)(Math.tan((double)(fieldOfView/2.0f)));
gl.glFrustumf(-size, size, -size / aspectRatio,
size / aspectRatio, zNear, zFar);
gl.glMatrixMode(GL10.GL_MODELVIEW);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
gl.glDisable(GL10.GL_DITHER);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
if (mTranslucentBackground)
{
gl.glClearColor(0, 0, 0, 0);
} else {
gl.glClearColor(1, 1, 1, 1);
}
gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_DEPTH_TEST);
}
private boolean mTranslucentBackground;
private Cube mCube;
private float mTransY;
}
デバイスを横に傾けて画面を更新しない限り、3D キューブ オブジェクトは表示されません。その後、正常に動作します。
そのため、画面を一度更新する簡単な方法と、最初の更新をどこに置くかを探しています。