我的简单 2D OpenGL 游戏出现问题。这真的很奇怪,我得到了正确显示的纹理等。但是当我想用简单的改变颜色来创建粒子效果时,由于某种原因,它会从缓冲区显示错误的颜色。我正在使用 Android 的 OpenGL ES 1.1,但它与使用 VBO 的任何版本的 OpenGL 相同。
我初始化屏幕等并显示红色三角形,但根据我的颜色缓冲区,它应该是白色的,怎么了?
GL11 gl11 = (GL11) gl;
gl11.glLoadIdentity();
gl11.glClear(GL_COLOR_BUFFER_BIT);
GLU.gluLookAt(gl, 0f, 0f, -container.getCamera().getScale(), 0f, 0f, 0f, 0f, -1f, 0f);
gl11.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl11.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl11.glTranslatef(container.getCamera().getX(), container.getCamera().getY(), 0.0f);
container.addParticle(new ColouredParticle(-container.getCamera().getX(), -container.getCamera().getY(), (float)Math.random(), (float)Math.random(), 0f, 5000));
particleColorBufferPointer = createFloatBuffer(gl11, GL11.GL_ARRAY_BUFFER, new float[] {
1f, 1f, 1f, 1f,
1f, 1f, 1f, 1f,
1f, 1f, 1f, 1f,
});
gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, particleColorBufferPointer);
gl11.glColorPointer(4, GL10.GL_FLOAT, 0, 0);
particleVertexBufferPointer = createFloatBuffer(gl11, GL11.GL_ARRAY_BUFFER, new float[]{
-0.1f, -0.05f,
0.1f, -0.05f,
0.0f, 0.05f
});
gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, particleVertexBufferPointer);
gl11.glVertexPointer(2, GL10.GL_FLOAT, 0, 0);
gl11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3);
gl11.glDeleteBuffers(2, new int[]{particleVertexBufferPointer, particleColorBufferPointer}, 0);
gl11.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl11.glDisableClientState(GL10.GL_COLOR_ARRAY);
int error = gl11.glGetError();
if(error != GL11.GL_NO_ERROR) {
Log.v(TAG, "error " + Integer.toHexString(error));
}
它只是简单的硬编码浮点数组,包含三角形顶点和颜色,但由于某种原因颜色是错误的,正如我之前所说,这么少量的代码可能会出错?颜色不会变成黑色,就像它只从缓冲区读取红色值一样。它也完全没有错误!
createFloatBuffer 方法:
private int createFloatBuffer(GL11 gl, int type, float[] data) {
int[] bufferPointerBuffer = new int[1];
gl.glGenBuffers(1, bufferPointerBuffer, 0);
int bufferPointer = bufferPointerBuffer[0];
gl.glBindBuffer(type, bufferPointer);
FloatBuffer dataBuffer = createFloatBuffer(data);
gl.glBufferData(type, data.length * FLOAT_SIZE, dataBuffer, GL_STATIC_DRAW);
gl.glBindBuffer(type, -1);
return bufferPointer;
}