0
这是我用来飞过我的精灵表的方法。在对象类中,我跟踪信息并完成所有的循环,这基本上只需要分配纹理映射坐标。只有它似乎没有工作。但我登录的方式,我翻转行/列,它是正确循环。但我没有看到任何纹理。在所有。我错过了什么吗?为什么在将1除以2或4时返回0?
public void SetToAnimatedTexture(int NumFramesWide, int NumFramesTall, int CurrentRow, int CurrentColumn) {
/*****************************************************************************************
* This Assembles our Vertices in the correct spots by disassembling
* our custom rectangles corners, and adds animation. Call this after creating the meshRect
* *****************************************************************************************/
float frameWidth = 1/NumFramesWide;
float frameHeight = 1/NumFramesTall;
float u1 = frameWidth*CurrentColumn;
float u2 = (frameWidth*CurrentColumn) + frameWidth;
float u3 = (frameWidth*CurrentColumn) + frameWidth;
float u4 = frameWidth*CurrentColumn;
float v1 = (frameHeight*CurrentRow) + frameHeight;
float v2 = (frameHeight*CurrentRow) + frameHeight;
float v3 = frameHeight*CurrentRow;
float v4 = frameHeight*CurrentRow;
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(4 * VERTEX_SIZE);
byteBuffer.order(ByteOrder.nativeOrder());
vertices = byteBuffer.asFloatBuffer();
float x1 = (float) rect.BottomLeftCorner.x;
float x2 = (float) rect.BottomRightCorner.x;
float x3 = (float) rect.TopRightCorner.x;
float x4 = (float) rect.TopLeftCorner.x;
float y1 = (float) rect.BottomLeftCorner.y;
float y2 = (float) rect.BottomRightCorner.y;
float y3 = (float) rect.TopRightCorner.y;
float y4 = (float) rect.TopLeftCorner.y;
vertices.put(new float[] { x1, y1, 1, 1, 1, 1, u1, v1,
x2, y2, 1, 1, 1, 1, u2, v2,
x3, y3, 1, 1, 1, 1, u3, v3,
x4, y4, 1, 1, 1, 1, u4, v4 });
// x y r g b A u|s v|t
// x,y are coordinates
// rgba = color red green blue alpha
// u|s v|t = UV or ST texture coordinates
vertices.flip();
byteBuffer = ByteBuffer.allocateDirect(6 * 2);
byteBuffer.order(ByteOrder.nativeOrder());
indices = byteBuffer.asShortBuffer();
indices.put(new short[] { 0, 1, 2,
2, 3, 0 });
indices.flip();
}
这是我为自己设置的框架的一部分。
好吧,通过做一些日志记录找出问题。这里这个权利是万阿英,蒋达清
float frameWidth = 1/NumFramesWide;
float frameHeight = 1/NumFramesTall;
它返回值都为0。 它说
1/2=0 , 1/4=0
我检查所有变量的值,这是问题。
OK病与F指定,我只是想浮动frameWidth =(浮动)( 1/NumFramesWide); \t \t float frameHeight =(float)(1/NumFramesTall);并没有工作要么 – WIllJBD 2012-08-11 00:46:15
同样的问题,在该尝试:整数除法第一,然后强制浮动。那里是 – digitalbreed 2012-08-11 00:47:06
。谢谢。 – WIllJBD 2012-08-11 00:47:55