我正在尝试绘制一些三角形,但由于某种原因,我只得到了背景。我想念什么?
这是我的代码。它有 2 个缓冲区,在第一次调用 onDrawFrame 时创建,这些缓冲区从我通过加载 .OBJ 文件创建的 ArrayList 或 ArrayList 加载顶点和三角形数据。
public FloatBuffer fb = null; // To be loaded once in the first draw
public ShortBuffer ib = null;
@Override
public void onDrawFrame(GL10 gl)
{
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_LINE_SMOOTH);
gl.glEnable(GL10.GL_POINT_SMOOTH);
// Clear white
gl.glClearColor(1,0,0,1);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Look At
gl.glPushMatrix();
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
GLU.gluLookAt(gl, 0, 0, -4, 0, 0, 0, 0,1.0f,0);
try
{
gl.glColor4f(1.0f,1.0f,0,1.0f);
int nv = SomeVertexArray.size();
int nt = SomeTriangleArray.size();
if (fb == null)
{
int TotalFBByteSize = 4*3*nv;
fb = ByteBuffer.allocateDirect(TotalFBByteSize).order(ByteOrder.nativeOrder()).asFloatBuffer();
fb.clear();
for(int i = 0 ; i < SomeVertexArray.size() ; i++)
{
VERTEX v = SomeVertexArray.get(i);
fb.put(v.x);
fb.put(v.y);
fb.put(v.z);
}
}
if (ib == null)
{
int TotalTRByteSize = 4*3*nt;
ib = ByteBuffer.allocateDirect(TotalTRByteSize).order(ByteOrder.nativeOrder()).asShortBuffer();
ib.clear();
for(int i = 0 ; i < nt ; i++)
{
TRIANGLE v = SomeTriangleArray.get(i);
ib.put((short)v.i1);
ib.put((short)v.i2);
ib.put((short)v.i3);
}
}
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0,fb);
gl.glDrawElements(GL10.GL_TRIANGLES, nt*3, GL10.GL_UNSIGNED_SHORT,ib);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
catch(Throwable ex)
{
ex.printStackTrace();
}
gl.glPopMatrix();
gl.glFlush();
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height)
{
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity(); //reset projection matrix
GLU.gluPerspective(gl,54.0f, (float)width/(float)height, 1.0f, 1000.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW); //set modelview matrix
gl.glLoadIdentity(); //reset modelview matrix
}