[英]Flickering of screen/complete black screen caused by setting gl_PointSize
我正在创建一个小型坦克游戏(渲染器> 1300行代码),目前正在研究游戏中的武器。 每当我设置gl_PointSize
时,我注意到屏幕上出现意外的东西(flickering on the screen or complete black screen)
屏幕上(flickering on the screen or complete black screen)
时,武器方面的工作变得非常烦人。
这是如何发生的以及如何删除(OpenGL ES 2.0 vendor: Imagination Technologies, Device: Motorola Milestone, OS: Android 2.3.3)
。 z-fighting
可能会成为问题吗?
调整setLookAtM
不会产生任何效果,删除奇怪效果的唯一方法是删除gl_PointSize
。
可能是gl_PointSize
不是问题; 游戏中有一个坦克,一个房间和一个灯,并且在调用武器时调用glDrawArrays
,屏幕会闪烁或变黑一段时间(直到我触摸并旋转坦克),前提是该武器完全位于视锥内部。
Matrix.setLookAtM(GLES20Renderer._ViewMatrix, 0, 0, 0, 2, 0, 0, 0, 0, 1, 0); Matrix.frustumM(GLES20Renderer._ProjectionMatrix, 0, -ratio, ratio, -1, 1, 0.75f, 10);
float[] pointVFA = { 3.0f,3.0f,3.0f, -3.0f,3.0f,3.0f, -3.0f,-3.0f,3.0f }; ByteBuffer pointVBB = ByteBuffer.allocateDirect(pointVFA.length * 4); pointVBB.order(ByteOrder.nativeOrder()); GLES20Renderer._pointVFBMissile = pointVBB.asFloatBuffer(); GLES20Renderer._pointVFBMissile.put(pointVFA); GLES20Renderer._pointVFBMissile.position(0);
private static final String _vertexShaderCodeMissiles = "attribute vec4 aPosition; \\n" + "void main() { \\n" + " gl_PointSize = 15.0; \\n" + " gl_Position = aPosition; \\n" + "} \\n"; private static final String _fragmentShaderCodeMissiles = "#ifdef GL_FRAGMENT_PRECISION_HIGH \\n" + "precision highp float; \\n" + "#else \\n" + "precision mediump float; \\n" + "#endif \\n" + "void main() { \\n" + " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); \\n" + "} \\n";
尝试了所有方法消除黑色空白/闪烁的屏幕(搅拌2周后),该问题终于解决了,对我来说是新课程。
似乎在OpenGL ES 2.0中,我们无法将缓冲区对象(vbo或ibo)与nio缓冲区混合使用。 代码要么应该主要使用缓冲区对象,要么仅应使用nio。
这是错误的代码:
////////////////////////////////
// program for missiles start //
////////////////////////////////
GLES20.glUseProgram(GLES20Renderer._programMissiles);
GLES20.glVertexAttribPointer(GLES20Renderer._aPositionLocationMissiles, 3, GLES20.GL_FLOAT, false, 12, GLES20Renderer._pointVFBMissile);
GLES20.glEnableVertexAttribArray(GLES20Renderer._aPositionLocationMissiles);
GLES20.glDrawArrays(GLES20.GL_POINTS, 0, 3);
///////////////////////////////
// program for missiles end //
///////////////////////////////
//////////////////////////////
// program for player start //
//////////////////////////////
GLES20.glUseProgram(GLES20Renderer._programBody);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, GLES20Renderer._bodyBuffers[0]);
GLES20.glVertexAttribPointer(GLES20Renderer._aPositionLocationBody, 3, GLES20.GL_FLOAT, false, 12, 0);
GLES20.glEnableVertexAttribArray(GLES20Renderer._aPositionLocationBody);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, GLES20Renderer._bodyBuffers[1]);
GLES20.glVertexAttribPointer(GLES20Renderer._aColorLocationBody, 4, GLES20.GL_FLOAT, false, 16, 0);
GLES20.glEnableVertexAttribArray(GLES20Renderer._aColorLocationBody);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, GLES20Renderer._bodyBuffers[2]);
GLES20.glVertexAttribPointer(GLES20Renderer._aNormalPositionBody, 3, GLES20.GL_FLOAT, false, 0, 0);
GLES20.glEnableVertexAttribArray(GLES20Renderer._aNormalPositionBody);
GLES20.glUniform3f(GLES20Renderer._uLightPositionLocationBody, GLES20Renderer._LightPosInEyeSpace[0], GLES20Renderer._LightPosInEyeSpace[1], GLES20Renderer._LightPosInEyeSpace[2]);
GLES20.glUniformMatrix4fv(GLES20Renderer._uMVPLocationBody, 1, false, GLES20Renderer._MVPMatrixBody, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, GLES20Renderer._bodyBuffers[3]);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, 372, GLES20.GL_UNSIGNED_SHORT, 0);
GLES20.glUseProgram(GLES20Renderer._programNozzle);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, GLES20Renderer._nozzleBuffers[0]);
GLES20.glVertexAttribPointer(GLES20Renderer._aPositionLocationNozzle, 3, GLES20.GL_FLOAT, false, 12, 0);
GLES20.glEnableVertexAttribArray(GLES20Renderer._aPositionLocationNozzle);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, GLES20Renderer._nozzleBuffers[1]);
GLES20.glVertexAttribPointer(GLES20Renderer._aColorLocationNozzle, 4, GLES20.GL_FLOAT, false, 16, 0);
GLES20.glEnableVertexAttribArray(GLES20Renderer._aColorLocationNozzle);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, GLES20Renderer._nozzleBuffers[2]);
GLES20.glVertexAttribPointer(GLES20Renderer._aNormalPositionNozzle, 3, GLES20.GL_FLOAT, false, 0, 0);
GLES20.glEnableVertexAttribArray(GLES20Renderer._aNormalPositionNozzle);
GLES20.glUniform3f(GLES20Renderer._uLightPositionLocationNozzle, GLES20Renderer._LightPosInEyeSpace[0], GLES20Renderer._LightPosInEyeSpace[1], GLES20Renderer._LightPosInEyeSpace[2]);
GLES20.glUniformMatrix4fv(GLES20Renderer._uMVPLocationNozzle, 1, false, GLES20Renderer._MVPMatrixNozzle, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, GLES20Renderer._nozzleBuffers[3]);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, 144, GLES20.GL_UNSIGNED_SHORT, 0);
/////////////////////////////
// program for player end //
/////////////////////////////
这是正确的代码:
////////////////////////////////
// program for missiles start //
////////////////////////////////
GLES20.glUseProgram(GLES20Renderer._programMissile);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, GLES20Renderer._missileBuffers[0]);
GLES20.glVertexAttribPointer(GLES20Renderer._aPositionLocationMissile, 3, GLES20.GL_FLOAT, false, 12, 0);
GLES20.glEnableVertexAttribArray(GLES20Renderer._aPositionLocationMissile);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, GLES20Renderer._missileBuffers[1]);
GLES20.glDrawElements(GLES20.GL_POINTS, 3, GLES20.GL_UNSIGNED_SHORT, 0);
///////////////////////////////
// program for missiles end //
///////////////////////////////
//////////////////////////////
// program for player start //
//////////////////////////////
GLES20.glUseProgram(GLES20Renderer._programBody);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, GLES20Renderer._bodyBuffers[0]);
GLES20.glVertexAttribPointer(GLES20Renderer._aPositionLocationBody, 3, GLES20.GL_FLOAT, false, 12, 0);
GLES20.glEnableVertexAttribArray(GLES20Renderer._aPositionLocationBody);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, GLES20Renderer._bodyBuffers[1]);
GLES20.glVertexAttribPointer(GLES20Renderer._aColorLocationBody, 4, GLES20.GL_FLOAT, false, 16, 0);
GLES20.glEnableVertexAttribArray(GLES20Renderer._aColorLocationBody);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, GLES20Renderer._bodyBuffers[2]);
GLES20.glVertexAttribPointer(GLES20Renderer._aNormalPositionBody, 3, GLES20.GL_FLOAT, false, 0, 0);
GLES20.glEnableVertexAttribArray(GLES20Renderer._aNormalPositionBody);
GLES20.glUniform3f(GLES20Renderer._uLightPositionLocationBody, GLES20Renderer._LightPosInEyeSpace[0], GLES20Renderer._LightPosInEyeSpace[1], GLES20Renderer._LightPosInEyeSpace[2]);
GLES20.glUniformMatrix4fv(GLES20Renderer._uMVPLocationBody, 1, false, GLES20Renderer._MVPMatrixBody, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, GLES20Renderer._bodyBuffers[3]);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, 372, GLES20.GL_UNSIGNED_SHORT, 0);
GLES20.glUseProgram(GLES20Renderer._programNozzle);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, GLES20Renderer._nozzleBuffers[0]);
GLES20.glVertexAttribPointer(GLES20Renderer._aPositionLocationNozzle, 3, GLES20.GL_FLOAT, false, 12, 0);
GLES20.glEnableVertexAttribArray(GLES20Renderer._aPositionLocationNozzle);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, GLES20Renderer._nozzleBuffers[1]);
GLES20.glVertexAttribPointer(GLES20Renderer._aColorLocationNozzle, 4, GLES20.GL_FLOAT, false, 16, 0);
GLES20.glEnableVertexAttribArray(GLES20Renderer._aColorLocationNozzle);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, GLES20Renderer._nozzleBuffers[2]);
GLES20.glVertexAttribPointer(GLES20Renderer._aNormalPositionNozzle, 3, GLES20.GL_FLOAT, false, 0, 0);
GLES20.glEnableVertexAttribArray(GLES20Renderer._aNormalPositionNozzle);
GLES20.glUniform3f(GLES20Renderer._uLightPositionLocationNozzle, GLES20Renderer._LightPosInEyeSpace[0], GLES20Renderer._LightPosInEyeSpace[1], GLES20Renderer._LightPosInEyeSpace[2]);
GLES20.glUniformMatrix4fv(GLES20Renderer._uMVPLocationNozzle, 1, false, GLES20Renderer._MVPMatrixNozzle, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, GLES20Renderer._nozzleBuffers[3]);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, 144, GLES20.GL_UNSIGNED_SHORT, 0);
/////////////////////////////
// program for player end //
/////////////////////////////
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