我用相同的笑脸纹理渲染了3个不同的多边形。纹理是放置在透明背景上的黄色圆圈。
我的问题是,如果我将之前绘制的笑脸放在稍后绘制的笑脸之前,它会使后来绘制的笑脸变得透明,而早期的背景是透明的。
一张图片胜过千言万语!查看问题的图像和笑脸png here。
如果我把最后绘制的笑脸放在另一个前面,问题就不会发生,所以问题似乎与绘制顺序有关。有人有什么建议吗?
public void onSurfaceCreated(GL10 gl, EGLConfig eglConfig) {
//Textures a loaded here See next section for the implementation of loadTextures method on the polygon class.
loadTextures(gl, context);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearColor(.5f, .5f, .5f, 1);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
}
public void onSurfaceChanged(GL10 gl, int w, int h) {
if(h == 0) {
h = 1;
}
gl.glViewport(0, 0, w, h);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
float ratio = (float) w / h;
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 30);
GLU.gluLookAt(gl, lookEyeX, lookEyeY, lookEyeZ, lookCenterX, lookCenterY, lookCenterZ, lookUpX, lookUpY, lookUpZ);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
draw(gl);
}loadTexture方法的实现
public void loadTextures(GL10 gl, Context context) {
if(bitmap == 0) {
return;
}
//Get the texture from the Android resource directory
InputStream is = context.getResources().openRawResource(bitmap);
Bitmap bitmap = null;
try {
//BitmapFactory is an Android graphics utility for images
bitmap = BitmapFactory.decodeStream(is);
} finally {
//Always clear and close
try {
is.close();
is = null;
} catch (IOException e) {
}
}
//Generate one texture pointer...
gl.glGenTextures(1, textureIDs, 0);
//...and bind it to our array
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[0]);
//Create Nearest Filtered Texture
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_LINEAR);
//Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE
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);
//Use the Android GLUtils to specify a two-dimensional texture image from our bitmap
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
//Clean up
bitmap.recycle();
}发布于 2011-02-17 20:52:02
即使是透明的片段也会被写入深度缓冲区。您可以选择:
GLES10.glEnable( GLES10.GL_ALPHA_TEST );
GLES10.glAlphaFunc( GLES10.GL_GREATER,0);
发布于 2011-02-17 20:43:24
关闭深度测试。最后一个笑脸的像素丢失,因为最前面的笑脸已经填满了深度缓冲区。
显然,你需要按照正确的顺序画你的笑脸,最后面的第一个。
我猜你理想情况下想要的是让你的深度缓冲区累积alpha值而不是Z值……不知道这有多大可能。:-(
https://stackoverflow.com/questions/5028829
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