now i found the problem is in the following code.Maybe the following
process loses some important data;can give me some code about this?
现在我确定问题是在下面的对bmp图片作处理过程导致丢失了一些重要信息,或下面的算法有问题,有没有人有这方面的算法代码?
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);
On 5月14日, 上午11时50分, xiaofeng <[email protected]> wrote:
> 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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