[英]E/libEGL: call to OpenGL ES API with no current context (logged once per thread) - Android/SDL
[英]ERROR/libEGL(206): call to OpenGL ES API with no current context
我有一個帶有 openGL es 1 和 Android 1.5 的簡單 Square。 正方形被畫在屏幕的中央。
我希望當用戶按下屏幕或在屏幕上移動手指時,方塊會移動到該位置。 為此,我嘗試使用 GLuUnProject,嘗試獲取與手指觸摸的窗口 XY 坐標匹配的 opengl 坐標(將來將多邊形轉換為該坐標),然后我將坐標寫入 LogCat。
我收到的坐標不是真正的坐標,是錯誤的坐標,我也收到了問題標題的錯誤。 ERROR/libEGL(206): call to OpenGL ES API with no current context
日志貓:
11-07 09:43:40.012: DEBUG/XXXXXXXXX(203): X: -1.2918732
11-07 09:43:40.023: DEBUG/XXXXXXXXX(203): Y: 0.050911963
11-07 09:43:40.042: ERROR/libEGL(203): call to OpenGL ES API with no current context
11-07 09:43:40.042: ERROR/libEGL(203): call to OpenGL ES API with no current context
11-07 09:43:40.042: DEBUG/XXXXXXXXX(203): X: -1.2943747
11-07 09:43:40.052: DEBUG/XXXXXXXXX(203): Y: 0.04674524
11-07 09:43:40.152: ERROR/libEGL(203): call to OpenGL ES API with no current context
11-07 09:43:40.152: ERROR/libEGL(203): call to OpenGL ES API with no current context
11-07 09:43:40.172: DEBUG/XXXXXXXXX(203): X: 0.77298313
11-07 09:43:40.182: DEBUG/XXXXXXXXX(203): Y: -0.5083332
11-07 09:43:40.223: ERROR/libEGL(203): call to OpenGL ES API with no current context
11-07 09:43:40.223: ERROR/libEGL(203): call to OpenGL ES API with no current context
11-07 09:43:40.223: DEBUG/XXXXXXXXX(203): X: 0.77298313
11-07 09:43:40.223: DEBUG/XXXXXXXXX(203): Y: -0.5083332
11-07 09:43:40.402: ERROR/libEGL(203): call to OpenGL ES API with no current context
11-07 09:43:40.402: ERROR/libEGL(203): call to OpenGL ES API with no current context
11-07 09:43:40.402: DEBUG/XXXXXXXXX(203): X: -1.2943747
11-07 09:43:40.402: DEBUG/XXXXXXXXX(203): Y: 0.04674524
11-07 09:43:41.952: ERROR/libEGL(203): call to OpenGL ES API with no current context
11-07 09:43:41.952: ERROR/libEGL(203): call to OpenGL ES API with no current context
11-07 09:43:41.952: DEBUG/XXXXXXXXX(203): X: 0.77298313
11-07 09:43:41.952: DEBUG/XXXXXXXXX(203): Y: -0.5083332
11-07 09:43:42.042: ERROR/libEGL(203): call to OpenGL ES API with no current context
11-07 09:43:42.042: ERROR/libEGL(203): call to OpenGL ES API with no current context
我的代碼:
public class MySurfaceView extends GLSurfaceView implements Renderer {
private float INITIAL_Z = -35.0f;
private Context context;
private Square square;
private float xrot; //X Rotation
private float yrot; //Y Rotation
private float zrot; //Z Rotation
private float z = INITIAL_Z; //Profundidad en el eje Z
private float x = 0.0f; //eje X
private float y = 0.0f; //eje Y
private MatrixGrabber mg = new MatrixGrabber(); //create the matrix grabber object in your initialization code
private GL10 MyGl; //To make gl variable accesible on all the methods of the class
byte horizontal=-1; //0: LEFT 1:CENTER 2:RIGHT
byte vertical=-1; //0: TOP 1:CENTER 2:BOTTOM
float startX=-1;
float startY=-1;
float xMovement=0.0f;
float yMovement=0.0f;
private boolean movement_mode=false;
public MySurfaceView(Context context, Bitmap image, int width, byte horizontal, byte vertical) {
super(context);
this.context = context;
setEGLConfigChooser(8, 8, 8, 8, 16, 0); //fondo transparente
getHolder().setFormat(PixelFormat.TRANSLUCENT); //fondo transparente
//Transformamos esta clase en renderizadora
this.setRenderer(this);
//Request focus, para que los botones reaccionen
this.requestFocus();
this.setFocusableInTouchMode(true);
square = new Square(image);
this.horizontal=horizontal;
this.vertical=vertical;
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
MyGl=gl;
gl.glDisable(GL10.GL_DITHER); //dithering OFF
gl.glEnable(GL10.GL_TEXTURE_2D); //Texture Mapping ON
gl.glShadeModel(GL10.GL_SMOOTH); //Smooth Shading
gl.glClearDepthf(1.0f); //Depth Buffer Setup
gl.glEnable(GL10.GL_DEPTH_TEST); //Depth Testing ON
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glClearColor(0,0,0,0); //fondo transparente
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
//Cargamos la textura del cubo.
square.loadGLTexture(gl, this.context);
}
public void onDrawFrame(GL10 gl) {
//Limpiamos pantalla y Depth Buffer
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
//Dibujado
gl.glTranslatef(x, y, z); //Move z units into the screen
//gl.glScalef(0.8f, 0.8f, 0.8f); //Escalamos para que quepa en la pantalla
//Rotamos sobre los ejes.
gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f); //X
gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f); //Y
gl.glRotatef(zrot, 0.0f, 0.0f, 1.0f); //Z
//Dibujamos el cuadrado
square.draw(gl);
}
//si el surface cambia, resetea la vista, imagino que esto pasa cuando cambias de modo portrait/landscape o sacas el teclado físico en móviles tipo Droid.
public void onSurfaceChanged(GL10 gl, int width, int height) {
if(height == 0) {
height = 1;
}
gl.glViewport(0, 0, width, height); //Reset Viewport
gl.glMatrixMode(GL10.GL_PROJECTION); //Select Projection Matrix
gl.glLoadIdentity(); //Reset Projection Matrix
//Aspect Ratio de la ventana
GLU.gluPerspective(gl, 45.0f, (float)width / (float)height, 0.1f, 100.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW); //Select Modelview Matrix
gl.glLoadIdentity(); //Reset Modelview Matrix
}
public boolean onTouchEvent(MotionEvent event) {
float [] outputCoords=getOpenGLCoords(event.getX(), event.getY(), 0);
x=(outputCoords[0]/outputCoords[3]);
y=(outputCoords[1]/outputCoords[3]);
//z=outputCoords[2]/outputCoords[3];
Log.d("XXXXXXXXX", "X: "+x);
Log.d("XXXXXXXXX", "Y: "+y);
return true; //El evento ha sido manejado
}
public float[] getOpenGLCoords(float xWin,float yWin,float zWin)
{
int screenW=SectionManager.instance.getDisplayWidth();
int screenH=SectionManager.instance.getDisplayHeight();
//CODE FOR TRANSLATING FROM SCREEN COORDINATES TO OPENGL COORDINATES
mg.getCurrentProjection(MyGl);
mg.getCurrentModelView(MyGl);
float [] modelMatrix = new float[16];
float [] projMatrix = new float[16];
modelMatrix=mg.mModelView;
projMatrix=mg.mProjection;
int [] mView = new int[4];
mView[0] = 0;
mView[1] = 0;
mView[2] = screenW; //width
mView[3] = screenH; //height
float [] outputCoords = new float[4];
GLU.gluUnProject(xWin, ((float)screenH)-yWin, zWin, modelMatrix, 0, projMatrix, 0, mView, 0, outputCoords, 0);
return outputCoords;
}
}
我相信這不是其他有類似錯誤的問題的重復,因為在這些問題中,錯誤的解決方案是有各種線程,各種線程都有問題,但我沒有使用各種線程。
檢查這兩行:
mg.getCurrentProjection(MyGl);
mg.getCurrentModelView(MyGl);
它們在主線程上被調用,而應該在渲染時被調用。 您不必存儲 MyGl 屬性,因為它僅在 OpenGL 回調中有效(例如onDrawFrame(GL10 gl)
,其中您已經擁有 gl 變量。您需要制作 yhe 類的投影和模型視圖矩陣屬性並每次更新它們您繪制框架(並在需要計算 gluUnProject 時使用)。
這可能是因為您正在使用我們在 Renderer 實現中的 onSurfaceCreated()、onSurfaceChanged() 和 onDrawFrame() 中作為參數獲取的 GL10 實例。 由於您打算使用 OpenGL ES 2.0,我們可以也可能不使用該實例,而是使用替代方案。 還有其他選擇!這就是我們在網絡代碼中看到那些參數名稱和 unUsed 或類似的原因!
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