[英]Render texture in fullscreen centered and with the right ratio in opengl es 2.0
我将位图加载到renderer类中,我想以正确的比例渲染尽可能集中在屏幕中央的纹理
顶点和纹理数据:
private final float [] mVerticesData = {-1f,1f,0.0f,//位置0 0.0f,0.0f,// TexCoord 0 -1f,-1f,0.0f,//位置1 0.0f,1.0f,/ / TexCoord 1 1f,-1f,0.0f,//位置2 1.0f,1.0f,// TexCoord 2 1f,1f,0.0f,//位置3 1.0f,0.0f // TexCoord 3};
private final short[] mIndicesData =
{
0, 1, 2, 0, 2, 3
};
和绘制方法:
公共无效onDrawFrame(GL10 glUnused){
// Set the viewport
GLES20.glViewport(0, 0, bitmap.width, bitmap.height);
// Clear the color buffer
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Use the program object
GLES20.glUseProgram(mProgramObject);
// Load the vertex position
mVertices.position(0);
GLES20.glVertexAttribPointer ( mPositionLoc, 3, GLES20.GL_FLOAT,
false,
5 * 4, mVertices );
// Load the texture coordinate
mVertices.position(3);
GLES20.glVertexAttribPointer ( mTexCoordLoc, 2, GLES20.GL_FLOAT,
false,
5 * 4,
mVertices );
GLES20.glEnableVertexAttribArray ( mPositionLoc );
GLES20.glEnableVertexAttribArray ( mTexCoordLoc );
// Bind the texture
GLES20.glActiveTexture ( GLES20.GL_TEXTURE0 );
GLES20.glBindTexture ( GLES20.GL_TEXTURE_2D, mTextureId );
// Set the sampler texture unit to 0
GLES20.glUniform1i ( mSamplerLoc, 0 );
GLES20.glDrawElements ( GLES20.GL_TRIANGLES, 6, GLES20.GL_UNSIGNED_SHORT, mIndices );
}
现在,我用位图尺寸设置了视口(不起作用)。 如何计算纹理的视口尺寸以适合屏幕并保持比例?
谢谢。
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.