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Android OpenGL ES 1.1白盒纹理

[英]Android OpenGL ES 1.1 white box textures


I am having an issue where textures from the resources become just white. 我遇到一个问题,即资源中的纹理变成白色。 The issue only seems to occur on phones (Droid-X for sure), but it works just fine on the emulator. 这个问题似乎只发生在手机上(肯定是Droid-X),但在模拟器上也可以正常工作。 I have researched this issue for days and tried so many things. 我已经研究了这个问题几天,并尝试了很多事情。

Textures are POT ranging from 8x8 to 128x128 贴图的POT范围从8x8到128x128
Textures have been in res/drawable, res/drawable-nodpi and res/raw 纹理采用res / drawable,res / drawable-nodpi和res / raw
Tried with and without this in the manifest file: 在清单文件中尝试使用此方法:

<supports-screens android:anyDensity="true" />


I am at a complete loss on this. 我对此完全不知所措。

Here is the code I am using 这是我正在使用的代码
gl is GL10 and gl11 is GL11 gl是GL10,gl11是GL11

During onSurfaceCreated
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glEnable(GL10.GL_BLEND);
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glDisable(GL10.GL_DITHER);
gl.glDisable(GL10.GL_LIGHTING);

gl.glShadeModel(GL10.GL_FLAT);
gl.glClearColor(0.00f, 0.00f, 0.00f, 1.00f);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_DST_ALPHA);
gl.glOrthof(-1, 1, -1, 1, -1, 1);
gl.glColor4f(0.5f, 0.5f, 0.5f, 0.5f);

gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);

gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);

gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE);
gl.glFrontFace(GL10.GL_CCW);

gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

During onSurfaceChanged 在onSurfaceChanged期间

gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glViewport(0, 0, width, height);

Generating the VBO: 生成VBO:

public final float vertices[] = { 
    -1.0f, -1.0f, 1.0f,
    1.0f, -1.0f, 1.0f,
    -1.0f, 1.0f, 1.0f,
    1.0f, 1.0f, 1.0f
};
public float textureCoord[] = { 
    0.0f, 0.0f,
    0.0f, 1.0f,
    1.0f, 0.0f,
    1.0f, 1.0f
};
public final byte indices[] = { 
    0, 1, 3,
    0, 3, 2 
};
verticesBuffer = ByteBuffer.allocateDirect(vertices.length * 
    Constants.FLOAT_SIZE).order(ByteOrder.nativeOrder()).asFloatBuffer();
textureCoordBuffer = ByteBuffer.allocateDirect(textureCoord.length * 
    Constants.FLOAT_SIZE).order(ByteOrder.nativeOrder()).asFloatBuffer();
indicesBuffer = ByteBuffer.allocateDirect(indices.length).order(ByteOrder.nativeOrder());

// fill buffers
verticesBuffer.put(vertices);
textureCoordBuffer.put(textureCoord);
indicesBuffer.put(indices);

// set pointer positions
verticesBuffer.position(0);
textureCoordBuffer.position(0);
indicesBuffer.position(0);

// temp buffer array
int[] buffer = new int[1];

// VERTICES BUFFER.
gl11.glGenBuffers(1, buffer, 0);
verticesBufferIndex = buffer[0];
gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, verticesBufferIndex);
final int vertexSize = verticesBuffer.capacity() * Constants.FLOAT_SIZE;
gl11.glBufferData(GL11.GL_ARRAY_BUFFER, vertexSize, verticesBuffer, GL11.GL_STATIC_DRAW);

// TEXTURE COORD BUUFER
gl11.glGenBuffers(1, buffer, 0);
textureCoordBufferIndex = buffer[0];
gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, textureCoordBufferIndex);
final int texCoordSize = textureCoordBuffer.capacity() * Constants.FLOAT_SIZE;
gl11.glBufferData(GL11.GL_ARRAY_BUFFER, texCoordSize, textureCoordBuffer, GL11.GL_STATIC_DRAW);

// clear buffer id
gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);

// Unbind the array buffer.
gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
gl11.glGenBuffers(1, buffer, 0);

// INDICES BUFFER
indicesBufferIndex = buffer[0];
gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indicesBufferIndex);
final int indexSize = indicesBuffer.capacity();
gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, indexSize, indicesBuffer, GL11.GL_STATIC_DRAW);

// Unbind the element array buffer.
gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);

gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, verticesBufferIndex);
gl11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0);
gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, textureCoordBufferIndex);
gl11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0);
gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indicesBufferIndex);

BitmapFactory.Options sBitmapOptions = new BitmapFactory.Options();
sBitmapOptions.inPreferredConfig = Bitmap.Config.ARGB_4444;

// many of these calls :
Bitmap bitmap = BitmapFactory.decodeStream(resources.openRawResource(resourceID), null, sBitmapOptions);
int[] textures = new int[1];
gl.glGenTextures(1, textures, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
mCropWorkspace[0] = 0;
mCropWorkspace[1] = bitmap.getHeight();
mCropWorkspace[2] = bitmap.getWidth();
mCropWorkspace[3] = -bitmap.getHeight();
((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, 
GL11Ext.GL_TEXTURE_CROP_RECT_OES, mCropWorkspace, 0);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
return texture[0]; // which gets stored into textureID for later

During onDrawFrame 在onDrawFrame期间

gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

// and many of these
gl11.glPushMatrix();
// transfomations
gl11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
gl11.glDrawElements(GL10.GL_TRIANGLES, indicesCount, GL10.GL_UNSIGNED_BYTE, 0);
gl11.glPopMatrix();


Sorry for all the code but I think everything is there. 对不起所有代码,但我认为一切都在那里。
Thank you, 谢谢,
Will

You must enable vertex array and texture coords array and bind your buffer indexes before making any calls to your glDraw...() function. 在调用glDraw...()函数之前,必须启用顶点数组和纹理坐标数组并绑定缓冲区索引。

After glBindTexture() in onDrawFrame() , put this: onDrawFrame() glBindTexture()之后,放置以下内容:

gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

GL11 gl11 = (GL11) gl;

gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, verticesBufferIndex);
gl11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0);

gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, textureCoordBufferIndex);
gl11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); 
gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indicesBufferIndex);

// Draw...

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