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我开始使用 AndEngine 并尝试加载纹理以在屏幕中制作精灵。在我的活动课上,我有

public EngineOptions onCreateEngineOptions() {

     DisplayMetrics dm = new DisplayMetrics();
     getWindowManager().getDefaultDisplay().getMetrics(dm);

     CAMERA_WIDTH = dm.widthPixels;
     CAMERA_HEIGHT =  dm.heightPixels;

     float screenResolutionRatio = ((float)CAMERA_WIDTH/(float)CAMERA_HEIGHT);

    this.mCamera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
    final EngineOptions options = new EngineOptions(true,
                                                    ScreenOrientation.PORTRAIT_FIXED, 
                                                    new RatioResolutionPolicy(screenResolutionRatio),
                                                    this.mCamera);
        return options;
    }


public void onCreateResources(OnCreateResourcesCallback arg0)
            throws Exception {
      mTextures = new NTTextures(this);     

    }

NTTexture 是一个加载纹理的类。

这是代码中有意义的部分:

public NTTextures(final BaseGameActivity activity) {
    try
    {
        BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
          this.spritesheetTexturePack = new TexturePackLoader(activity.getAssets(), activity.getTextureManager()).loadFromAsset("gfx/baseAtlas.xml", "gfx/");
        this.mSpritesheetTexture = spritesheetTexturePack.getTexture();
        this.mSpritesheetTexturePackTextureRegionLibrary = spritesheetTexturePack.getTexturePackTextureRegionLibrary();
        this.ping= this.mSpritesheetTexturePackTextureRegionLibrary.get(baseAtlas.PING_ID);

       activity.getEngine().getTextureManager().loadTexture(this.mSpritesheetTexture);


    } catch (final TexturePackParseException e) {
            Log.e("Error", String.valueOf(e));
        }

      }

所以,所有这一切都完成了,我有一个错误日志和崩溃。

07-25 18:44:23.880: D/AndEngine(32659): NTGameActivity.onCreate @(Thread: 'main')
07-25 18:44:23.930: W/dalvikvm(32659): VFY: unable to resolve static method 391: Landroid/opengl/GLES20;.glVertexAttribPointer (IIIZII)V
07-25 18:44:24.100: D/AndEngine(32659): NTGameActivity.onResume @(Thread: 'main')
07-25 18:44:24.290: D/AndEngine(32659): VERSION: OpenGL ES 2.0 1309647
07-25 18:44:24.290: D/AndEngine(32659): RENDERER: Adreno 200
07-25 18:44:24.290: D/AndEngine(32659): EGLCONFIG: EGLConfig(Red=5, Green=6, Blue=5, Alpha=0, Depth=0, Stencil=0)
07-25 18:44:24.290: D/AndEngine(32659): EXTENSIONS: GL_AMD_compressed_3DC_texture GL_AMD_compressed_ATC_texture GL_AMD_performance_monitor GL_AMD_program_binary_Z400 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_type_2_10_10_10_REV GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth_texture GL_OES_depth24 GL_OES_EGL_image GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_fragment_precision_high GL_OES_get_program_binary GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_half_float GL_OES_vertex_type_10_10_10_2 GL_NV_fence GL_QCOM_driver_control GL_QCOM_perfmon_global_mode GL_QCOM_extended_get GL_QCOM_extended_get2 GL_QCOM_tiled_rendering GL_QCOM_writeonly_rendering GL_QCOM_memory_monitor 
07-25 18:44:24.290: D/AndEngine(32659): MAX_VERTEX_ATTRIBS: 16
07-25 18:44:24.290: D/AndEngine(32659): MAX_VERTEX_UNIFORM_VECTORS: 251
07-25 18:44:24.290: D/AndEngine(32659): MAX_FRAGMENT_UNIFORM_VECTORS: 222
07-25 18:44:24.300: D/AndEngine(32659): MAX_TEXTURE_IMAGE_UNITS: 16
07-25 18:44:24.300: D/AndEngine(32659): MAX_TEXTURE_SIZE: 4096
07-25 18:44:24.300: D/AndEngine(32659): NTGameActivity.onSurfaceCreated @(Thread: 'GLThread 9')
07-25 18:44:24.300: D/AndEngine(32659): NTGameActivity.onCreateGame @(Thread: 'GLThread 9')
07-25 18:44:24.310: D/AndEngine(32659): NTGameActivity.onCreateResources @(Thread: 'GLThread 9')
07-25 18:44:30.310: I/global(32659): Default buffer size used in BufferedInputStream constructor. It would be better to be explicit if an 8k buffer is required.
07-25 18:44:30.420: D/AndEngine(32659): NTGameActivity.onSurfaceChanged(Width=320,  Height=480) @(Thread: 'GLThread 9')
07-25 18:44:31.000: W/dalvikvm(32659): VFY: unable to resolve static method 353: Landroid/opengl/GLES20;.glDrawElements (IIII)V
07-25 18:44:31.000: W/dalvikvm(32659): VFY: unable to resolve static method 391: Landroid/opengl/GLES20;.glVertexAttribPointer (IIIZII)V
07-25 18:44:31.030: W/dalvikvm(32659): Exception Lorg/andengine/util/exception/AndEngineRuntimeException; thrown during Lorg/andengine/opengl/GLES20Fix;.<clinit>

我用 Android 2.2 测试 LG Optimus One,所以我认为我的设备不需要 GLES 库。这是错误的原因还是我的代码中有错误?另外,是否有 AndEngine 支持的设备列表?

另外: 我检查了测试过的手机规格——它具有支持 OpenGLES 2.0 的 Adreno 200。所以,它一定需要库,但它不需要。有什么建议么?

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2 回答 2

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为确保部署因设备上错误的 OpenGL 版本而失败,您可以在 Manifest 文件中插入以下行:

<uses-feature android:glEsVersion="0x00020000" />

Eclipse 不允许您在不支持 OpenGL ES 2.0 的设备上部署应用程序。这也将阻止使用旧设备的用户从 Google Play 下载您的应用程序。希望这可以帮助。

于 2012-07-25T14:56:09.327 回答
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你可以试试这个方法:AndEngine.isDeviceSupported()

于 2012-07-26T11:58:55.643 回答