Ich versuche, eine Textur zu erhalten, um auf einem Quadrat aus einem Dreiecksfan zu sehen, die Textur ist aus einem Canvas gemacht. Die Hauptfarbe ist nur gelb und eine kleinere Box ist innen gezeichnet, aber die endgültige Textur ist nur solide gelb.Android: Textur zeigt sich als einfarbig
Yellow Quadrat ohne Textur (Bild)
Fragment shadder:
public static final String fragmentShaderCode_TEXTURED =
"precision mediump float;" +
"varying vec2 v_texCoord;" +
"uniform sampler2D s_texture;" +
"void main() {" +
//"gl_FragColor = vColor;"+
" gl_FragColor = texture2D(s_texture, v_texCoord);" +
"}";
Texture Generation:
public static int loadGLTexture(String s){
Rect r = new Rect();
ThreadDat.get().paint.getTextBounds(s, 0, 1, r); //get string dimensions, yeilds 8x9 pxls
Bitmap bitmap = Bitmap.createBitmap(bestSize(r.width()),bestSize(r.height()), Bitmap.Config.ARGB_8888);
//example size is 16x16pxls
Log.i("TextureSize", r.width() + " " + r.height());
Canvas c = new Canvas(bitmap);
//some temporary test code setting the background yellow
//Paint colors are stored per thread, only one right now
ThreadDat.get().paint.setARGB(255, 255, 255, 0);
c.drawRect(0, 0, c.getWidth(), c.getHeight(), ThreadDat.get().paint);
//type the letter, in this case "A" in blue
ThreadDat.get().paint.setARGB(255, 0, 0, 255);
ThreadDat.get().paint.setTypeface(Typeface.create("Consolas", Typeface.NORMAL));
c.drawText(s.charAt(0) + "", 0, 0, ThreadDat.get().paint);
//draw another square that is half width and height, should be Blue
c.drawRect(0, 0, c.getWidth()/2, c.getHeight()/2, ThreadDat.get().paint);
return loadTexture(bitmap);
}
Draw-Code:
@Override
public void draw() {
//clearing any error to check if program has an error
GLES20.glGetError();
//get the compiled shader for textured shapes
int prgm = MyGLRenderer.getSTRD_TXTR_SHDR();
GLES20.glUseProgram(prgm);
//check for new errors and log to logcat (nothing)
MyGLRenderer.logError();
//setup projection view matrix
float[] scratch = new float[16];
Matrix.setIdentityM(scratch, 0);
Matrix.multiplyMM(scratch, 0, MyGLRenderer.getmMVPMatrix(), 0, scratch, 0);
//apply translations to matrix
Matrix.translateM(scratch, 0, xOffset, yOffset, zOffset);
Matrix.setRotateEulerM(scratch, 0, yaw, pitch, roll);
//get vPosition variable handle from chosen shader
mPosHandle = GLES20.glGetAttribLocation(prgm, "vPosition");
GLES20.glEnableVertexAttribArray(mPosHandle);
GLES20.glVertexAttribPointer(mPosHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT,
false, VERTEX_STRIDE, vertexBuffer);
////pass color data (set to white)
//mColorHandle = GLES20.glGetUniformLocation(prgm, "vColor");
//GLES20.glUniform4fv(mColorHandle, 1, color, 0);
//use texture0
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
//use texture from -> int textureID = MyGLRenderer.loadGLTexture("A");
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureID);
//get handel for "uniform sampler2D s_texture;" to set value
int txtureHandle = GLES20.glGetUniformLocation(prgm, "s_texture");
GLES20.glUniform1i(txtureHandle, 0); //set s_texture to use binded texture 0
//pass in texture coords (u,v/s,t)
int textureCoordHndl = GLES20.glGetAttribLocation(prgm, "a_texCoord");
GLES20.glVertexAttribPointer(textureCoordHndl, 2/*size, 2 points per vector*/,
GLES20.GL_FLOAT, false, 0, textureBuffer);
//pass in the model view projection matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(prgm, "uMVPMatrix");
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, scratch, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, vertex_count);
GLES20.glDisableVertexAttribArray(mPosHandle);
MyGLRenderer.logError();
}
ich die gleichen Koordinate gesetzt, wie verwendet in dieser example:
Vertices für Platz versucht, mit:
{ 0, 0, 0, //bottom left
0, height, 0, //topLeft
width, 0, 0, // bottom Right
width, height, 0)}; //topRight
Textur coords:
0.0f, 1.0f, // top left (V2)
0.0f, 0.0f, // bottom left (V1)
1.0f, 1.0f, // top right (V4)
1.0f, 0.0f // bottom right (V3)
Wie die andere Antwort sagt, ist es höchstwahrscheinlich ein Problem mit Ihrer Textur UV. Bitte poste auch deinen Vertex-Shader immer nur den Teil, der das UV sendet, an variierend. – codetiger
[Vertex-Shader] (http://pastebin.com/SybkZXXX) – TheIncgi