ich verschiedene Stackoverflow-Questons gefunden, aber ich sehe nicht, was ich falsch mache in meinem Code, weil die 2D „_floorhelper“ Textur nicht besagen auf dem Bildschirm. Ich möchte es als ein HUD Element verwendet:Android OpenGL ES - Draw 3D dann 2D -, wo der Fehler ist
Trying to use Ortho for drawing 2D
Android - Draw 3D then 2D with openGL ES
das ist mein Setup:
public void gameSetup(GameActivity activity, GL10 gl) {
_floorhelper = new Mesh(gl, 4, false, true, false);
_floorhelper.texCoord(1, 1);
_floorhelper.vertex(-1, 0, 1);
_floorhelper.texCoord(1, 0);
_floorhelper.vertex(1, 0, 1);
_floorhelper.texCoord(0, 0);
_floorhelper.vertex(1, 0, -1);
_floorhelper.texCoord(0, 1);
_floorhelper.vertex(-1, 0, -1);
try {
InputStream is = getResources().openRawResource(getResources().getIdentifier("levels", "raw", getPackageName()));
levelBitmap = BitmapFactory.decodeStream(is);
levelTexture = new Texture(gl, levelBitmap, TextureFilter.Linear, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge);
}
catch(Exception ex){
System.out.print(ex.getMessage());
}
setTractFloor(gl);
float[] lightColor = { 1, 1, 1, 1 };
float[] ambientLightColor = { 0.0f, 0.0f, 0.0f, 1 };
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, ambientLightColor, 0);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightColor, 0);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, lightColor, 0);
}
public void gameLoop(GameActivity activity, GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glViewport(0, 0, activity.getViewportWidth(), activity.getViewportHeight());
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
float aspectRatio = (float) activity.getViewportWidth()/activity.getViewportHeight();
GLU.gluPerspective(gl, 67, aspectRatio, 1, 100);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
GLU.gluLookAt(gl, _scaleFactor, 5.0f, _scaleFactor, 0.0f, 0.0f, 0.0f, 0, 1, 0);
gl.glEnable(GL10.GL_LIGHTING);
gl.glEnable(GL10.GL_LIGHT0);
float[] direction = { 1.5f, 0.5f, 0, 0 };
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, direction, 0);
gl.glEnable(GL10.GL_COLOR_MATERIAL);
// rotation
gl.glRotatef(135, 0, 1, 0);
gl.glEnable(GL10.GL_LINE_SMOOTH);
gl.glBlendFunc(GL10.GL_SRC_ALPHA_SATURATE, GL10.GL_ONE);
gl.glHint(GL10.GL_LINE_SMOOTH_HINT, GL10.GL_NICEST); // no visible diff
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
gl.glColor4f(1, 1, 1, 1);
// translation
gl.glTranslatef(-_oldTouchY, 0, _oldTouchX);
// render
currentTractFloor.render();
// Draw 2D ontop of 3D - floorhelper
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glPushMatrix();
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, 0.0f, (float) activity.getViewportWidth(), 0.0f, (float)activity.getViewportHeight());
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glDisable(GL10.GL_COLOR_MATERIAL);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
levelTexture.bind();
_floorhelper.render(PrimitiveType.TriangleFan);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glPopMatrix();
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glPopMatrix();
}
Nach der Antwort von Stefan Hanke fand ich die Lösung. Ich habe die Scheitelpunkte im Netz falsch definiert. Also immer ich sah nur die Seite des Netzes ....
Dank Stefan Hanke.
// * Lösungscode
public void gameSetup(GameActivity activity, GL10 gl) {
_floorhelper = new Mesh(gl, 4, false, true, false);
_floorhelper.texCoord(0, 1);
_floorhelper.vertex(50, 50, 0);
_floorhelper.texCoord(1, 1);
_floorhelper.vertex(1000, 50, 0);
_floorhelper.texCoord(1, 0);
_floorhelper.vertex(1000, 1000, 0);
_floorhelper.texCoord(0, 0);
_floorhelper.vertex(50, 1000, 0);
try {
InputStream is = getResources().openRawResource(getResources().getIdentifier("levels", "raw", getPackageName()));
levelBitmap = BitmapFactory.decodeStream(is);
levelTexture = new Texture(gl, levelBitmap, TextureFilter.Linear, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge);
}
catch(Exception ex){
System.out.print(ex.getMessage());
}
setTractFloor(gl);
float[] lightColor = { 1, 1, 1, 1 };
float[] ambientLightColor = { 0.0f, 0.0f, 0.0f, 1 };
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, ambientLightColor, 0);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightColor, 0);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, lightColor, 0);
}
public void gameLoop(GameActivity activity, GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glViewport(0, 0, activity.getViewportWidth(), activity.getViewportHeight());
gl.glClearColor(0.18f, 0.68f, 1.0f, 1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_CULL_FACE);
setPerspective(activity, gl);
GLU.gluLookAt(gl, getScaleFactor(), 5.0f, getScaleFactor(), 0.0f, 0.0f, 0.0f, 0, 1, 0);
gl.glEnable(GL10.GL_LIGHTING);
gl.glEnable(GL10.GL_LIGHT0);
float[] direction = { 1.5f, 0.5f, 0, 0 };
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, direction, 0);
gl.glEnable(GL10.GL_COLOR_MATERIAL);
// rotation
gl.glRotatef(135, 0, 1, 0);
gl.glEnable(GL10.GL_LINE_SMOOTH);
gl.glBlendFunc(GL10.GL_SRC_ALPHA_SATURATE, GL10.GL_ONE);
gl.glHint(GL10.GL_LINE_SMOOTH_HINT, GL10.GL_NICEST); // no visible diff
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
gl.glColor4f(1, 1, 1, 1);
// translation
gl.glTranslatef(-_oldTouchY, 0, _oldTouchX);
// render
currentTractFloor.render();
// levels
setOrtho2D(activity, gl);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
levelTexture.bind();
_floorhelper.render(PrimitiveType.TriangleFan);
gl.glPopMatrix();
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glPopMatrix();
}
private void setPerspective(GameActivity activity, GL10 gl) {
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
float aspectRatio = (float) activity.getViewportWidth()/activity.getViewportHeight();
GLU.gluPerspective(gl, 67, aspectRatio, 1, 100);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
private void setOrtho2D(GameActivity activity, GL10 gl) {
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glPushMatrix();
gl.glLoadIdentity();
// set ortho view
gl.glOrthof(0.0f,(float) activity.getViewportWidth(), 0.0f, (float)activity.getViewportHeight(), -1.0f, 1.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glPushMatrix();
gl.glLoadIdentity();
}
Bitte erklären, was los ist. – Vincent
Danke für Ihre Antwort Vincent. Die 2D-Textur "_floorhelper" wird nicht auf dem Bildschirm angezeigt. –
Es ist keine Textur, es ist ein Mesh. Was erscheint stattdessen? Ist es schwarz oder es erscheint nicht? – Vincent