我使用相同的笑脸纹理渲染3个不同的多边形。 纹理是放在透明背景上的黄色圆圈。Android opengl透明度问题
我的问题是,如果我在稍后绘制的另一个面前绘制一个笑脸,它会使后面的透明图像在早期的背景透明的地方绘制。
那么一张图片胜过千言万语! 查看图片的问题和笑脸png here。
如果我把最后绘制的笑脸放在另一个面前,这个问题就不会发生,所以问题似乎与绘图顺序有关。任何人有任何投入?
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);
}
的loadTexture方法
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();
}
从未尝试融合了深度测试相结合......怎么样完全去除深度测试?据我所知,如果你想在OpenGL ES中保持透明度,有一些缺陷 – WarrenFaith 2011-02-17 12:32:44