我是 OGL (1.0) 世界的新手,我有一个小问题。所以我画了两个面板并旋转它们。面板彼此成 90 度角。当面板旋转时,其中一个总是显示在前面。但此刻应该是落后于对方!
这是代码TexturedCube
public class TexturedCube implements IFigure {
private static final int VERTEX_SIZE = (3 + 2) * 4;
private FloatBuffer vertexBuffer;
private int textureId;
private float vertices[] = {
1.0f, 0.0f, 1.0f, 1, 1,
-1.0f, 0.0f, 1.0f, 0, 1,
-1.0f, 1.0f, 1.0f, 0, 0,
1.0f, 0.0f, 1.0f, 1, 1,
1.0f, 1.0f, 1.0f, 1, 0,
-1.0f, 1.0f, 1.0f, 0, 0,
1.0f, 1.0f, -1.0f, 1, 0,
1.0f, 1.0f, 1.0f, 0, 0,
1.0f, 0.0f, 1.0f, 0, 1,
1.0f, 0.0f, -1.0f, 1, 1,
1.0f, 1.0f, -1.0f, 1, 0,
1.0f, 0.0f, 1.0f, 0, 1,};
private float rotation = 0.1f;
public TexturedCube(int textureId) {
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
vertexBuffer = byteBuffer.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.flip();
this.textureId = textureId;
}
@Override
public void draw(GL10 gl) {
rotation += 1.0f;
gl.glRotatef(rotation, 1f, 0f, 0f);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
vertexBuffer.position(0);
gl.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, vertexBuffer);
vertexBuffer.position(3);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, VERTEX_SIZE, vertexBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 4 * 3);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
}
}
和MainActivity
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
glView = new GLSurfaceView(this);
glView.setRenderer(new MyOpenGLTextureRenderer());
setContentView(glView);
}
private class MyOpenGLTextureRenderer implements Renderer {
@Override
public void onDrawFrame(GL10 gl) {
gl.glClearColor(0.0f, 0.0f, 0.0f, 1f);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
gl.glLoadIdentity();
gl.glTranslatef(0.0f, .0f, -6.0f);
cube.draw(gl);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
texture = BitmapFactory.decodeResource(getResources(), R.drawable.texture);
int textureIds[] = new int[1];
gl.glGenTextures(1, textureIds, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIds[0]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, texture, 0);
gl.glTexParameterf(GL10.GL_TEXTURE_2D,
GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D,
GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);
gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
texture.recycle();
cube = new TexturedCube(textureIds[0]);
}
}
如果有人可以建议我一个很好的 OGL 教程和 android 的例子,那将是完美的......
编辑: 这是解决方案
你必须gl.glEnable(GL10.GL_DEPTH_TEST);
在onSurfaceChanged()
Activity
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glEnable(GL10.GL_DEPTH_TEST);
....
}