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?
>
>
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