虽然我确实有OpenGL的基础知识,但我只是从libgdx开始。
我的问题是:为什么拥有完全相同的代码,但只从OrthographicCamera切换到PerspectiveCamera会导致不再显示我的任何SpriteBatches?
下面是我使用的代码:
create()方法:
public void create() {
textureMesh = new Texture(Gdx.files.internal("data/texMeshTest.png"));
textureSpriteBatch = new Texture(Gdx.files.internal("data/texSpriteBatchTest.png"));
squareMesh = new Mesh(true, 4, 4,
new VertexAttribute(Usage.Position, 3, "a_position")
,new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoords")
);
squareMesh.setVertices(new float[] {
squareXInitial, squareYInitial, squareZInitial, 0,1, //lower left
squareXInitial+squareSize, squareYInitial, squareZInitial, 1,1, //lower right
squareXInitial, squareYInitial+squareSize, squareZInitial, 0,0, //upper left
squareXInitial+squareSize, squareYInitial+squareSize, squareZInitial,1,0}); //upper right
squareMesh.setIndices(new short[] { 0, 1, 2, 3});
spriteBatch = new SpriteBatch();
}和render()方法:
public void render() {
GLCommon gl = Gdx.gl;
camera.update();
camera.apply(Gdx.gl10);
spriteBatch.setProjectionMatrix(camera.combined);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_TEXTURE_2D);
textureMesh.bind();
squareMesh.render(GL10.GL_TRIANGLE_STRIP, 0, 4);
spriteBatch.begin();
spriteBatch.draw(textureSpriteBatch, -10, 0);
spriteBatch.end();
}现在,如果在我的resize(int width,int height)方法中,我这样设置相机:
public void resize(int width, int height) {
float aspectRatio = (float) width / (float) height;
camera = new OrthographicCamera(cameraViewHeight * aspectRatio, cameraViewHeight);我明白了:

但是如果我改变相机类型:
public void resize(int width, int height) {
float aspectRatio = (float) width / (float) height;
camera = new PerspectiveCamera(64, cameraViewHeight * aspectRatio, cameraViewHeight);
} 我明白了:

我这么问的原因是因为我真的喜欢libgdx内置的在OpenGL中绘制文本(字体)的能力。但是在他们的示例中,他们使用了一个SpriteBatch,他们将其路径到Font实例,并且他们也总是使用正交相机。我想知道PerspectiveCamera是否可以使用SpriteBatch和字体绘制功能。
发布于 2012-03-09 21:08:48
好吧,好吧,我解决了:
简短的回答:
SpriteBatch在内部使用OrthogonalPerspective。如果您使用PerspectiveCamera,则需要向SpriteBatch传递一个自定义视图矩阵。您可以在resize(...)中执行此操作。方法:
@Override
public void resize(int width, int height) {
float aspectRatio = (float) width / (float) height;
camera = new PerspectiveCamera(64, cameraViewHeight * aspectRatio, cameraViewHeight);
viewMatrix = new Matrix4();
viewMatrix.setToOrtho2D(0, 0,width, height);
spriteBatch.setProjectionMatrix(viewMatrix);
}这样就不需要对sprite的投影矩阵做任何其他的事情了(除非你想改变sprite在屏幕上的显示方式):
public void render() {
GLCommon gl = Gdx.gl;
camera.update();
camera.apply(Gdx.gl10);
//this is no longer needed:
//spriteBatch.setProjectionMatrix(camera.combined);
//...长答案:由于我的最终目标是能够使用SpriteBatch来绘制文本,而通过上面提到的代码修改,我可以做到这一点,在这种意义上,精灵上的文本和带有纹理的网格现在都是可见的,我已经注意到,如果我不为网格的顶点指定颜色,这些顶点将获得我用于文本的颜色。换句话说,纹理网格声明如下:
squareMesh = new Mesh(true, 4, 4,
new VertexAttribute(Usage.Position, 3, "a_position")
,new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoords")
);
squareMesh.setVertices(new float[] {
squareXInitial, squareYInitial, squareZInitial, 0,1, //lower left
squareXInitial+squareSize, squareYInitial, squareZInitial, 1,1, //lower right
squareXInitial, squareYInitial+squareSize, squareZInitial, 0,0, //upper left
squareXInitial+squareSize, squareYInitial+squareSize, squareZInitial,1,0}); //upper right
squareMesh.setIndices(new short[] { 0, 1, 2, 3});在我的render(...)中也有这段代码方法将网格染成红色:
font.setColor(Color.RED);
spriteBatch.draw(textureSpriteBatch, 0, 0);
font.draw(spriteBatch, (int)fps+" fps", 0, 100);修复方法是从一开始就在网格的顶点上设置颜色:
squareMesh = new Mesh(true, 4, 4,
new VertexAttribute(Usage.Position, 3, "a_position")
,new VertexAttribute(Usage.ColorPacked, 4, "a_color")
,new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoords")
);
squareMesh.setVertices(new float[] {
squareXInitial, squareYInitial, squareZInitial, Color.toFloatBits(255, 255, 255, 255), 0,1, //lower left
squareXInitial+squareSize, squareYInitial, squareZInitial, Color.toFloatBits(255, 255, 255, 255), 1,1, //lower right
squareXInitial, squareYInitial+squareSize, squareZInitial, Color.toFloatBits(255, 255, 255, 255), 0,0, //upper left
squareXInitial+squareSize, squareYInitial+squareSize, squareZInitial, Color.toFloatBits(255, 255, 255, 255), 1,0}); //upper right
squareMesh.setIndices(new short[] { 0, 1, 2, 3});https://stackoverflow.com/questions/9633970
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