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我想在简单的正方形上画一个简单的纹理。纹理翻转和颠倒
但是,可以看到纹理图像翻转和颠倒。我想我的所有纹理定义都是正确的,所以我不知道有什么问题。
这里是我的纹理加载代码:
我的平方和质地的final int[] textureObjectIds = new int[1];
GLES20.glGenTextures(1 , textureObjectIds , 0);
if (textureObjectIds[0] == 0){
Logger.Log(TAG , "Unable to generate new texture object");
}
//define options for decoding
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = true ;
final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources() , resourceId , options); //decode texture resource to bitmap
if (bitmap == null){
Logger.Log(TAG, "Resource ID " + resourceId + " Could not be decoded");
GLES20.glDeleteTextures(1 , textureObjectIds , 0);
return 0;
}
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureObjectIds[0]); //bind texture to our texture object
// define magnify and minimize filters
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D , GLES20.GL_TEXTURE_MIN_FILTER , GLES20.GL_LINEAR_MIPMAP_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D , GLES20.GL_TEXTURE_MAG_FILTER , GLES20.GL_LINEAR);
//GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D , GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
//GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D , GLES20.GL_TEXTURE_WRAP_T , GLES20.GL_CLAMP_TO_EDGE);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0); // load bitmap data to texture
bitmap.recycle(); // release recycle
GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D , 0); //unbind from the texture
return textureObjectIds[0];
坐标:
private static final float TEXTURE_FLOOR = 0.0f;
private static final float TEXTURE_CEIL= 2.0f;
private static final float[] VERTEX_DATA = {
//Coordinates : X , Y , Z , S , T
//Triangle1
-0.5f , -0.5f , 0.0f , TEXTURE_FLOOR , TEXTURE_CEIL ,
0.5f , -0.5f , 0.0f , TEXTURE_CEIL , TEXTURE_CEIL ,
-0.5f , 0.5f , 0.0f , TEXTURE_FLOOR , TEXTURE_FLOOR ,
//Triangle2
0.5f , -0.5f , 0.0f , TEXTURE_CEIL , TEXTURE_CEIL ,
0.5f , 0.5f , 0.0f , TEXTURE_CEIL , TEXTURE_FLOOR ,
-0.5f , 0.5f , 0.0f , TEXTURE_FLOOR , TEXTURE_FLOOR
};
从代码更多信息:
private static final int POSITION_COMPONENT_COUNT = 3 ;
private static final int TEXTURE_COORDINATES_COMPONENT_COUNT = 2 ;
private static final int STRIDE = (POSITION_COMPONENT_COUNT + TEXTURE_COORDINATES_COMPONENT_COUNT)
* BYTES_PER_FLOAT ;
vertexArray.setVertexAttribPointer(0 , textureShaderProgram.getPositionAttributeLocation() , POSITION_COMPONENT_COUNT , STRIDE);
vertexArray.setVertexAttribPointer(POSITION_COMPONENT_COUNT, textureShaderProgram.getTextureCoordinatesAttributeLocation(), TEXTURE_COORDINATES_COMPONENT_COUNT, STRIDE);
其中:
public void setVertexAttribPointer(int dataOffset , int attributeLocation , int componentCount , int stride){
floatBuffer.position(0);
GLES20.glVertexAttribPointer(attributeLocation, componentCount, GLES20.GL_FLOAT, false, stride, floatBuffer);
GLES20.glEnableVertexAttribArray(attributeLocation);
floatBuffer.position(0);
我的问题与位智图标
为什么你的纹理坐标的范围是0到2?对于你想要实现的,他们应该在0到1的范围内。http://stackoverflow.com/questions/5532595/how-do-opengl-texture-coordinates-work – Reigertje
图像看起来不像纹理坐标从[0,2]。更像[-0.5,0.5]。你能为纹理坐标显示'glVertexAttribPointer'吗?对我来说,这看起来好像你将使用数组的第0和第1个元素而不是第4个和第5个元素。 – BDL
@Reigertje我将纹理坐标更改为0-1和-0.5-0.5的范围,但我得到了相同的结果 – yanish