Vin*_*rat 5 android textures opengl-es loading
我目前正在实现一个3D查看器,它基本上呈现用户在SD卡上的所有图像的子集.我想到的最接近的匹配产品是CoolIris:

它只是在屏幕上显示N个图块的滚动板,每个图块显示不同的图像,新的图块进入屏幕并显示新图像.
现在我的问题是:我让程序工作并且很好地渲染了四边形.当四边形离开屏幕时,它会被回收/释放.并且新的四边形在进入屏幕之前不断添加到瓷砖板.
因为可能有数百个图像,所以需要动态创建和删除纹理(这样我们就不会耗尽内存).我遇到的问题是,在删除纹理后,新创建的纹理似乎会获得当前正在使用的其他纹理的ID.
我的渲染循环如下所示:
void render(GL10 gl) {
0. Move the camera
// Tile board maintenance
1. Remove tiles out of screen
2. Add new tiles which are about to enter screen
// Texture handling
3. glDeleteTextures on all unused textures followed by glFlush
4. For newly used images
- Create corresponding Bitmap
- Create the OpenGL texture, followed by glFlush
- Release the Bitmap
// Rendering
5. Render the tile (using a textured quad)
}
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为了更好地了解数据的组织方式,以下是类的概述:
TileBoard {
Image[] allImages;
Tile[] board;
}
Tile {
Image image;
}
Image {
String path;
int textureId;
int referenceCount;
}
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纹理创建代码:
protected void loadSingleTexture(GL10 gl, long objectId, Bitmap bmp) {
int[] textures = new int[1];
gl.glGenTextures(1, textures, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);
gl.glFlush();
if (bmp != null) bmp.recycle();
if (listener != null) listener.onTextureLoaded(gl, objectId, textures[0]);
}
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纹理删除代码:
// pendingTextureUnloads is a Set<Integer>
if (pendingTextureUnloads.size() > 0) {
int[] textureIds = new int[pendingTextureUnloads.size()];
int i = 0;
Iterator<Integer> it = pendingTextureUnloads.iterator();
while (it.hasNext()) {
textureIds[i] = it.next();
}
gl.glDeleteTextures(textureIds.length, textureIds, 0);
gl.glFlush();
}
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我已经解决了这个问题:问题是你必须将纹理数组传递给glGenTextures并重用它.
以下是具有相同问题的修改后的概述:
Image {
String path;
int[] textureIds;
int referenceCount;
}
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纹理创建代码:
// Notice that I don't allocate the int[] at the beginning but use the one of the image
protected void loadSingleTexture(GL10 gl, Image img, Bitmap bmp) {
gl.glGenTextures(1, img.textureIds, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, img.textureIds[0]);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);
gl.glFlush();
if (bmp != null) bmp.recycle();
}
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纹理删除代码:
foreach Image img {
gl.glDeleteTextures(img.textureIds.length, img.textureIds, 0);
}
gl.glFlush();
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