Android OpenGl2.0 は初めてで、.obj ファイルから 3D モデルを作成する際に 1 つの問題が発生しました。3D モデルのレンダリング中に、空白の画面が表示されます。以下のコードを共有すると、
@Override
public void onSurfaceCreated(GL10 glUnused, EGLConfig config)
{
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Enable texture mapping
GLES20.glEnable(GLES20.GL_TEXTURE_2D);
// Position the eye in front of the origin.
final float eyeX = 0.0f;
final float eyeY = 0.0f;
final float eyeZ = -0.5f;
// We are looking toward the distance
final float lookX = 0.0f;
final float lookY = 0.0f;
final float lookZ = -8.0f;
// Set our up vector. This is where our head would be pointing were we holding the camera.
final float upX = 0.0f;
final float upY = 1.0f;
final float upZ = 0.0f;
Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);
final String vertexShader = RawResourceReader.readTextFileFromRawResource(mActivityContext, R.raw.per_pixel_vertex_shader_tex_and_light);
final String fragmentShader = RawResourceReader.readTextFileFromRawResource(mActivityContext, R.raw.per_pixel_fragment_shader_tex_and_light);
final int vertexShaderHandle = ShaderHelper.compileShader(GLES20.GL_VERTEX_SHADER, vertexShader);
final int fragmentShaderHandle = ShaderHelper.compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentShader);
mProgramHandle = ShaderHelper.createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle,
new String[] {"a_Position", "a_Normal", "a_TexCoordinate"});
// Load the texture
mTextureDataHandle = TextureHelper.loadTexture(mActivityContext, R.drawable.bumpy_bricks_public_domain);
// Initialize the accumulated rotation matrix
Matrix.setIdentityM(mAccumulatedRotation, 0);
}
*テクスチャ読み込み Function()
// Read in the resource
final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);
// Bind to the texture in OpenGL
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
// Set filtering
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
// Load the bitmap into the bound texture.
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
// Recycle the bitmap, since its data has been loaded into OpenGL.
bitmap.recycle();
レンダラーの OnDrawFrame() -
// アクティブなテクスチャ ユニットをテクスチャ ユニット 0 に設定します。 GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
// Bind the texture to this unit.
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandle);
....
GLES20.glUniform1i(mTextureUniformHandle, 0);
// Pass in the position information
mCubePositions.position(0);
GLES20.glVertexAttribPointer(mPositionHandle, POSITION_DATA_SIZE_IN_ELEMENTS, GLES20.GL_FLOAT, false, 0, mCubePositions);
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Pass in the normal information
mCubeNormals.position(0);
GLES20.glVertexAttribPointer(mNormalHandle, NORMAL_DATA_SIZE_IN_ELEMENTS, GLES20.GL_FLOAT, false, 0, mCubeNormals);
GLES20.glEnableVertexAttribArray(mNormalHandle);
// Pass in the texture information
mCubeTextureCoordinates.position(0);
GLES20.glVertexAttribPointer(mTextureCoordinateHandle, TEXTURE_DATA_SIZE_IN_ELEMENTS, GLES20.GL_FLOAT, false,
0, mCubeTextureCoordinates);
GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);
GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP ,m3DModel.getIndicesLength(), GLES20.GL_UNSIGNED_SHORT, m3DModel.getIndices());
誰かがアイデアを持っているか、この問題を知っている場合は、返信してください。コードのどこで間違いを犯したのかわかりません。