我正在创建一个应用程序,它将读取stl文件并使用OpenGL ES 2.0显示它们。我已经成功显示硬编码的三角形,并将其添加到onSurfaceCreated()方法中的三角形列表中。我遇到的问题是当我尝试从stl文件填充我的三角形对象列表并绘制它们时。最好我可以告诉,顶点的坐标都是有效的,并在适当的格式。我总是得到主题错误。我在调试这个问题时遇到了麻烦,不知道该怎么做。以下是三角形课程中发生问题的部分代码。具体错误是在代码行OpenGL ES 2.0崩溃(glGetUniformLocation:glError 1281)
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
MyRenderer.checkGlError("glGetUniformLocation");
public void draw(float[] mvpMatrix) {
// Add program to OpenGL environment
GLES20.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
// Enable a handle to the facet vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
// get handle to fragment shader's vColor member
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
// Set color for drawing the facet
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
MyRenderer.checkGlError("glGetUniformLocation");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
MyRenderer.checkGlError("glUniformMatrix4fv");
// Draw the facet
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
//If edge mode
//GLES20.glUniform4fv(mColorHandle, 1, edgeColor, 0);
//GLES20.glLineWidth(2.0f);
//GLES20.glDrawArrays(GLES20.GL_LINE_STRIP, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
有关如何调试这种情况的任何想法?另外,我还不清楚添加/删除程序执行过程中要绘制的对象的最佳方法。我的想法是保持对象列表并在onDraw中循环遍历它们吗?