我对 OpenGL ES 2.0 有疑问。我设计了一个非常简单的框架来帮助我加载 OBJ 文件并在我的 Android 手机上绘制它们,但是我有 2 个我无法修复的错误:
- 在我更改方向并且 Activity 被抓取并重新加载之前,我的应用程序不会显示任何内容。在它重新加载之前,只能看到 GLES20.glClear() (我已将其设置为灰色)。 
- 有时,当我加载 OBJ 并执行定位技巧时,我的一半脸不见了,我看到了间隙,但问题可能出在我使用的 OBJ 文件上。 
package com.ideas.opengl;
import java.io.IOException;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView.Renderer;
import android.opengl.Matrix;
public class DemoRenderer implements Renderer {
    public static int mProgramHandle;
    private int mMVPMatrixHandle;
    private float[] mModelMatrix = new float[16];
    private float[] mViewMatrix = new float[16];
    private float[] mProjectionMatrix = new float[16];
    private float[] mMVPMatrix = new float[16];
    public Object banana;
    private OpenGLDemoActivity activity;
    private int angle;
    public DemoRenderer(OpenGLDemoActivity activity) throws IOException {
        this.activity = activity;
    }
    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config){
        GLES20.glClearColor(0.65f, 0.65f, 0.65f, 0.65f);
        //GLES20.glEnable(GLES20.GL_CULL_FACE);
        GLES20.glEnable(GLES20.GL_DEPTH_TEST);
        GLES20.glEnable(GLES20.GL_TEXTURE_2D);
        Shader shader = null;
        try {
            shader = new Shader(activity, "simple");
        } catch (IOException e) {
            e.printStackTrace();
        }
        Vector position = new Vector();
        Vector speed = new Vector();
        Vector accel = new Vector();
        Model model = null;
        try {
            model = new Model("banana", activity);
        } catch (IOException e) {
            e.printStackTrace();
        }
        banana = new Object(position, speed, accel, model);
        mProgramHandle = shader.getProgramHandle();
        final float eyeX = 0.0f;
        final float eyeY = 0.0f;
        final float eyeZ = 3.5f;
        final float lookX = 0.0f;
        final float lookY = 0.0f;
        final float lookZ = -5.0f;
        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);
        mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_MVPMatrix");
    }
    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {
        GLES20.glViewport(0, 0, width, height);
        final float ratio = (float) width / height;
        final float left = -ratio;
        final float right = ratio;
        final float bottom = -1.0f;
        final float top = 1.0f;
        final float near = 1.0f;
        final float far = 10.0f;
        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
    }
    @Override
    public void onDrawFrame(GL10 gl) {      
        GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
        angle++;
        Matrix.setIdentityM(mModelMatrix, 0);
        Matrix.rotateM(mModelMatrix, 0, angle, 0.0f, 1.0f, 1.0f);
        Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);
        Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);
        GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
        banana.draw();
    }
}
`