this is my code!是不是loadTexture里有问题?
protected static int loadTexture(GL10 gl,Bitmap bmp, boolean
reverseRGB) {
System.out.println("Eenter loadTexture in GLTutorialBase");
int[] tmp_texture = new int[1];
gl.glGenTextures(1, tmp_texture, 0);
int texture = tmp_texture[0] ;//QQ
System.out.println("k=0 loadTexture 11111 in GLTutorialBase");
ByteBuffer bb = ByteBuffer.allocateDirect(bmp.getHeight()
*bmp.getWidth()*4);
bb.order(ByteOrder.BIG_ENDIAN);
IntBuffer ib = bb.asIntBuffer();
System.out.println("k=0 loadTexture 22222 in
GLTutorialBase");
for (int y=bmp.getHeight()-1;y>-1;y--)
for (int x=0;x<bmp.getWidth();x++) {
int pix = bmp.getPixel(x,bmp.getHeight()-y-1);
// Convert ARGB -> RGBA
@SuppressWarnings("unused")
byte alpha = (byte)((pix >> 24)&0xFF);
byte red = (byte)((pix >> 16)&0xFF);
byte green = (byte)((pix >> 8)&0xFF);
byte blue = (byte)((pix)&0xFF);
// It seems like alpha is currently broken in
Android...
ib.put(red << 24 | green << 16 | blue << 8 |
0xFF);//255-alpha);
}
System.out.println("k=0 loadTexture 33333 in
GLTutorialBase");
ib.position(0);
bb.position(0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);
gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA,
bmp.getWidth(), bmp.getHeight(), 0, GL10.GL_RGBA,
GL10.GL_UNSIGNED_BYTE, bb);
gl.glTexParameterf(GL10.GL_TEXTURE_2D,
GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D,
GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
tmp_texture=null;
ib.position(0);
bb.position(0);
ib.clear();
bb.clear();
System.out.println("k =0 Leave loadTexture in
GLTutorialBase");
return texture;
}
protected void init(GL10 gl) {
gl.glEnable(GL10.GL_LIGHTING);
gl.glEnable(GL10.GL_LIGHT0);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient,
0);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse,
0);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPos, 0);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glClearDepthf(1.0f);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glEnable(GL10.GL_CULL_FACE) ;
gl.glCullFace(GL10.GL_BACK);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glClearDepthf(1.0f);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, cubeBuff);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texBuff);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glShadeModel(GL10.GL_SMOOTH);
tex = loadTexture(gl, bmp0);
tex1 = loadTexture(gl, bmp1);
tex2 = loadTexture(gl, bmp2);
tex3 = loadTexture(gl,bmp3);
gl.glFogf(GL10.GL_FOG_MODE, GL10.GL_EXP);;
gl.glFogfv(GL10.GL_FOG_COLOR, fogColor, 0);
gl.glFogf(GL10.GL_FOG_DENSITY, 0.75f);
gl.glHint(GL10.GL_FOG_HINT, GL10.GL_DONT_CARE);
gl.glFogf(GL10.GL_FOG_START, 1.0f);
gl.glFogf(GL10.GL_FOG_END, 5.0f);
gl.glEnable(GL10.GL_FOG);
}
protected void drawFrame(GL10 gl) {
if (fog) {
gl.glEnable(GL10.GL_FOG);
}
else {
gl.glDisable(GL10.GL_FOG);
}
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
GLU.gluLookAt(gl, 0, 0, 3, 0, 0, 0, 0, 1, 0);
gl.glPushMatrix();
gl.glRotatef(yrot, 0, 1, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, tex);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT,
matAmbient,
0);
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE,
matDiffuse,
0);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, cubeBuff);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texBuff);
Log.d(TAG,"before tBefore bind tex1");
gl.glNormal3f(0,0,1);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
//gl.glRotatef(-180,0, 0, 1);
gl.glBindTexture(GL10.GL_TEXTURE_2D, tex1);
gl.glNormal3f(0,0,-1);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 4, 4);
gl.glBindTexture(GL10.GL_TEXTURE_2D, tex2);
Log.d(TAG,"before Before bind tex2");
gl.glNormal3f(-1,0,0);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 8, 4);
gl.glBindTexture(GL10.GL_TEXTURE_2D, tex3);
Log.d(TAG,"before tBefore bind tex3");
gl.glNormal3f(1,0,0);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 12, 4);
gl.glBindTexture(GL10.GL_TEXTURE_2D, tex4);
Log.d(TAG,"before tBefore bind tex4");
gl.glNormal3f(0,1,0);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 16, 4);
gl.glBindTexture(GL10.GL_TEXTURE_2D, tex5);
Log.d(TAG,"before tBefore bind tex5");
gl.glNormal3f(0,-1,0);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 20, 4);
yrot+=1f;
}
On 5月13日, 下午10时30分, Wendal Chen <[email protected]> wrote:
> 能贴一下代码吗?
>
> 图片也可以
>
> On May 13, 8:31 pm, xiaofeng <[email protected]> wrote:
>
> > 原来色彩很清楚的图片贴在立方体表面后发黄?
>
>
--~--~---------~--~----~------------~-------~--~----~
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to
[email protected]
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en
-~----------~----~----~----~------~----~------~--~---