好的,所以我的深度缓冲区不起作用,因为当我在演示中移动时,它会改变显示的顶点,并使模型扭曲和“闪烁”。我的问题是,我做或不做任何可能导致这种影响的事情?
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(0.0f, 0.4f, 0.4f, 1.0f); // Set color's clear-value to black
/*Enable back face culling*/
gl.glEnable(GL10.GL_CULL_FACE);
gl.glCullFace(GL10.GL_BACK);
gl.glFrontFace(GL10.GL_CCW);
gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest
gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal
gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do
gl.glDepthMask(true);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); // nice perspective view
gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color
neroburst.model.loadTexture(gl, context); // Load image into Texture (NEW)
gl.glEnable(GL10.GL_TEXTURE_2D); // Enable texture (NEW)
}
// Call back after onSurfaceCreated() or whenever the window's size changes
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
if (height == 0) height = 1; // To prevent divide by zero
float aspect = (float)width / height;
// Set the viewport (display area) to cover the entire window
gl.glViewport(0, 0, width, height);
// Setup perspective projection, with aspect ratio matches viewport
gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix
gl.glLoadIdentity(); // Reset projection matrix
// Use perspective projection
GLU.gluPerspective(gl, 45, aspect, 0.1f, 300.f);
gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix
gl.glLoadIdentity(); // Reset
}
// Call back to draw the current frame.
@Override
public void onDrawFrame(GL10 gl) {
// Clear color and depth buffers using clear-value set earlier
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity(); // Reset model-view matrix ( NEW )
gl.glRotatef(neroburst.player.yaw, 0, 1, 0);
gl.glTranslatef(-neroburst.player.pos.x, neroburst.player.pos.y, -neroburst.player.pos.z);
neroburst.model.draw(gl);
}