我知道有 CompressedTextureActivity 示例,我的代码基于它,但我无法完成这项工作。在这里需要一些帮助:
public static int loadCompressedTexture(final Context context, final int resourceId){
final int[] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
if (textureHandle[0] != 0){
InputStream input = context.getResources().openRawResource(resourceId);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
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_LINEAR);
try{
ETC1Util.loadTexture(GLES20.GL_TEXTURE_2D, 0, 0,GLES20.GL_RGB, GLES20.GL_UNSIGNED_SHORT_5_6_5, input);
}
catch(IOException e){
System.out.println("DEBUG! IOException"+e.getMessage());
}
finally{
try {
input.close();
} catch (IOException e) {
// ignore exception thrown from close.
}
}
//GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D);
checkGlError("");
}
else
throw new RuntimeException("Error loading texture.");
return textureHandle[0];
}
loadTexture 正在抛出一个 IOException,结果是黑色......
更新:我有没有标题的 pkm 文件。出于某种原因,我认为它们应该以这种方式编码,但现在我用标头对它们进行编码,并且不再出现 IOException 错误。顺便说一句,我用的是etc1tool,源png文件是2048x2048。
但是,我一直在变黑...
顺便说一句,这是我用来加载普通纹理的代码,它显示得很好:
public static int loadTexture(final Context context, final int resourceId)
{
final int[] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
if (textureHandle[0] != 0)
{
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false; // No pre-scaling
final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR_MIPMAP_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D);
logHeap();
bitmap.recycle();
}
if (textureHandle[0] == 0)
{
throw new RuntimeException("Error loading texture.");
}
return textureHandle[0];
}