我正在尝试在 Cardboard 上的 VR 中显示 PDF。为此,我创建了一个带有 pdfRenderer.page 的位图,并将其作为纹理应用。
但目前,我有一个黑屏(初始纹理的颜色)。我得出结论,位图的创建不起作用,但我不知道如何修复它。
这就是我创建位图的方式:
public Bitmap render(){
if (renderer.getPageCount() <= nbPage) {
return null;
}
// Make sure to close the current page before opening another one.
if (null != mCurrentPage) {
mCurrentPage.close();
}
if (null != bitmap){
bitmap.recycle();
}
// Use `openPage` to open a specific page in PDF.
mCurrentPage = renderer.openPage(currentPage);
int REQ_WIDTH = mCurrentPage.getWidth();
int REQ_HEIGHT = mCurrentPage.getHeight();
bitmap = Bitmap.createBitmap(REQ_WIDTH, REQ_HEIGHT, Bitmap.Config.ARGB_8888);
mCurrentPage.render(bitmap, null, null, PdfRenderer.Page.RENDER_MODE_FOR_DISPLAY);
return bitmap;
}
这就是我将它作为纹理应用的方式:
public static int loadTexture(final Context context, Bitmap bitmap) {
final int[] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
if (textureHandle[0] != 0)
{
// Bind to the texture in OpenGL
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
// Set filtering
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_NEAREST);
// Load the bitmap into the bound texture.
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
// Recycle the bitmap, since its data has been loaded into OpenGL.
bitmap.recycle();
}
if (textureHandle[0] == 0)
{
throw new RuntimeException("Error loading texture.");
}
return textureHandle[0];
}
如果有帮助,此代码适用于资源中的图像:
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
// Read in the resource
final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);
// Bind to the texture in OpenGL
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
// Set filtering
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_NEAREST);
// Load the bitmap into the bound texture.
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
// Recycle the bitmap, since its data has been loaded into OpenGL.
bitmap.recycle();
}
if (textureHandle[0] == 0)
{
throw new RuntimeException("Error loading texture.");
}
return textureHandle[0];
}
唯一的区别是 inScaled 选项,但我不知道这是否很重要?
谢谢您的帮助 !