0

我有一些代码,这是其中的大部分:

class Cube {
    public Cube()
    {
    ...

        ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
        vbb.order(ByteOrder.nativeOrder());
        mFVertexBuffer = vbb.asFloatBuffer();
        mFVertexBuffer.put(vertices);
        mFVertexBuffer.position(0);

        mColorBuffer = ByteBuffer.allocateDirect(colors.length);
        mColorBuffer.put(colors);
        mColorBuffer.position(0);

        mTfan1 = ByteBuffer.allocateDirect(tfan1.length);
        mTfan1.put(tfan1);
        mTfan1.position(0);

        mTfan2 = ByteBuffer.allocateDirect(tfan2.length);
        mTfan2.put(tfan2);
        mTfan2.position(0);
    }

    public void draw(GL10 gl)
    {
        gl.glVertexPointer(3,  GL11.GL_FLOAT, 0, mFVertexBuffer);
        gl.glColorPointer(4,  GL11.GL_UNSIGNED_BYTE, 0, mColorBuffer);

        gl.glDrawElements(GL10.GL_TRIANGLE_FAN, 6 * 3, GL10.GL_UNSIGNED_BYTE, mTfan1);
        gl.glDrawElements(GL10.GL_TRIANGLE_FAN, 6 * 3, GL10.GL_UNSIGNED_BYTE, mTfan2);
    }

    private FloatBuffer mFVertexBuffer;
    private ByteBuffer mColorBuffer;
    private ByteBuffer mTfan1;
    private ByteBuffer mTfan2;

}

和渲染器:

public class CubeRenderer implements GLSurfaceView.Renderer 
{
    public CubeRenderer(boolean useTranslucentBackground)
    {
        mTranslucentBackground = useTranslucentBackground;
        mCube = new Cube();
    }

    public void onDrawFrame(GL10 gl)
    {
        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
        gl.glClearColor(0.0f, 0.5f, 0.5f, 1.0f);

        gl.glMatrixMode(GL10.GL_MODELVIEW);
        gl.glLoadIdentity();
        gl.glTranslatef(0.0f,(float)Math.sin(mTransY), -7.0f);
        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
        gl.glEnableClientState(GL10.GL_COLOR_ARRAY);

        mCube.draw(gl);

        mTransY += 0.075f;
    }

    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) 
    { 
        gl.glViewport(0,0,width,height);

        float aspectRatio;
        float zNear = 0.1f;
        float zFar = 1000;
        float fieldOfView = 30.0f/57.3f;
        float size;

        gl.glEnable(GL10.GL_NORMALIZE);

        aspectRatio = (float)width/(float)height;

        gl.glMatrixMode(GL10.GL_PROJECTION);

        size = zNear * (float)(Math.tan((double)(fieldOfView/2.0f)));

        gl.glFrustumf(-size, size, -size / aspectRatio, 
                                    size / aspectRatio, zNear, zFar);


        gl.glMatrixMode(GL10.GL_MODELVIEW);
    }

    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) 
    {
        gl.glDisable(GL10.GL_DITHER);

        gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);

        if (mTranslucentBackground)
        {
            gl.glClearColor(0, 0, 0, 0);
        } else {
            gl.glClearColor(1, 1, 1, 1);
        }
        gl.glEnable(GL10.GL_CULL_FACE);
        gl.glShadeModel(GL10.GL_SMOOTH);
        gl.glEnable(GL10.GL_DEPTH_TEST);
    }

    private boolean mTranslucentBackground;
    private Cube mCube;
    private float mTransY;
}

它不显示 3D 立方体对象,除非我通过将设备侧向倾斜以强制刷新来刷新屏幕,然后它工作正常,

所以我正在寻找一种简单的方法来刷新屏幕一次以及将初始刷新放在哪里。

4

1 回答 1

0

忘记使用

在 SurfaceChanged 函数中的 gl.glLoadIdentity()

// In OnSurfaceChanged put this:
aspectRatio = (float)width/(float)height;
gl.glMatrixMode(GL10.GL_PROJECTION);

gl.glLoadIdentity();
于 2013-04-26T21:41:31.693 回答