我目前正在使用OpenGL ES 2.0开发Android游戏。我几乎所有的东西都使用纹理和顶点颜色,但是当我在纹理中使用透明度时,透明部分会变成虚线。下面是它的截图:Dotted transparency透明点虚线OpenGL ES 2.0
铃铛(蓝色圆圈)目前显示有3层飞机在他上面,眼睛,嘴巴和牙齿。所有图层都具有相同的尺寸和透明度,并且看起来像点数越多,我添加的图层越多。这是渲染器的onCreate方法:
mMVPMatrix = new float [16];
mViewMatrix = new float [16];
mProjectionMatrix = new float [16];
mModelMatrix = new float [16];
Matrix.setLookAtM(mViewMatrix, 0, 0.0f, 0.0f, mZoom, 0.0f, 0.0f, -0.1f, 0.0f, 1.0f, 0.0f);
Matrix.setIdentityM(mModelMatrix, 0);
mTexturePointer = new int [32];
loadTextures();
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
mShaderPointer = loadProgram();
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
GLES20.glUseProgram(mShaderPointer);
mMVPMatrixPointer = GLES20.glGetUniformLocation(mShaderPointer, "uMVPMatrix");
mPositionPointer = GLES20.glGetAttribLocation(mShaderPointer, "a_position");
mTexCoordPointer = GLES20.glGetAttribLocation(mShaderPointer, "a_texCoord");
mSamplerPointer = GLES20.glGetUniformLocation(mShaderPointer, "s_texture");
mColorPointer = GLES20.glGetAttribLocation(mShaderPointer, "a_color");
这是片段着色器:
"precision mediump float; \n"
+ "uniform sampler2D s_texture; \n"
+ " \n"
+ "varying vec4 v_color; \n"
+ "varying vec2 v_texCoord; \n"
+ " \n"
+ "void main() \n"
+ "{ \n"
+ " \n"
+ " vec4 final_color = vec4(texture2D(s_texture, v_texCoord).r * v_color.r, "
+ " texture2D(s_texture, v_texCoord).g * v_color.g, "
+ " texture2D(s_texture, v_texCoord).b * v_color.b, "
+ " texture2D(s_texture, v_texCoord).a + v_color.a);\n"
+ " \n"
+ " //Set the Fragments colour \n"
+ " gl_FragColor = final_color; \n"
+ "} \n";
和顶点着色器:
"attribute vec4 a_position; \n"
+ "uniform mat4 uMVPMatrix; \n"
+ " \n"
+ "attribute vec2 a_texCoord; \n"
+ "attribute vec4 a_color; \n"
+ " \n"
+ "varying vec4 v_color; \n"
+ "varying vec2 v_texCoord; \n"
+ " \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = uMVPMatrix * a_position; \n"
+ " v_texCoord = a_texCoord; \n"
+ " v_color = a_color; \n"
+ "} \n";
最后但并非平局最少(此是每个对象的绘制方法):
GLES20.glViewport(0, 0, mScreenWidth, mScreenHeight);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
protected void draw(GameRenderer aRenderer){
if(mVisible){
// Do the animation.
if(mAnimated)
animate();
GLES20.glEnableVertexAttribArray(aRenderer.mPositionPointer);
GLES20.glEnableVertexAttribArray(aRenderer.mTexCoordPointer);
GLES20.glEnableVertexAttribArray(aRenderer.mColorPointer);
// Load the texture mapping.
mTexture.position(0);
GLES20.glVertexAttribPointer(aRenderer.mTexCoordPointer, 2, GLES20.GL_FLOAT, false, 2 * 4, mTexture);
// Load the vertex position.
mVertices.position(0);
GLES20.glVertexAttribPointer(aRenderer.mPositionPointer, 3, GLES20.GL_FLOAT, false, 3 * 4, mVertices);
// Load the vertex color.
mColor.position(0);
GLES20.glVertexAttribPointer(aRenderer.mColorPointer, 4, GLES20.GL_FLOAT, false, 4 * 4, mColor);
// Set the texture.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, aRenderer.mTexturePointer[mTextureId]);
GLES20.glUniform1i(aRenderer.mSamplerPointer, 0);
// Calculate stuff.
Matrix.multiplyMM(aRenderer.mMVPMatrix, 0, aRenderer.mViewMatrix, 0, aRenderer.mModelMatrix, 0);
Matrix.multiplyMM(aRenderer.mMVPMatrix, 0, aRenderer.mProjectionMatrix, 0, aRenderer.mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(aRenderer.mMVPMatrixPointer, 1, false, aRenderer.mMVPMatrix, 0);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, 6, GLES20.GL_UNSIGNED_SHORT, mIndices);
GLES20.glDisableVertexAttribArray(aRenderer.mPositionPointer);
GLES20.glDisableVertexAttribArray(aRenderer.mTexCoordPointer);
GLES20.glDisableVertexAttribArray(aRenderer.mColorPointer);
}
}
的loadTexture()方法:
public void loadTextures(){
Log.d("loadTextures()", "Loading textures");
Bitmap tBitmap = null;
// Tell OpenGL to generate textures.
GLES20.glGenTextures(32, mTexturePointer, 0);
BitmapFactory.Options options = new BitmapFactory.Options();
options.inTempStorage = new byte [16 * 1024];
options.inScaled = false;
// TEXTURE 0
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexturePointer[0]);
// Scale up if the texture if smaller.
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
tBitmap = BitmapFactory.decodeResource(mContext.getResources(), R.drawable.ingame_boll_spritesheet_new_style, options);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, tBitmap, 0);
tBitmap.recycle();
// TEXTURE 1
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexturePointer[1]);
// Scale up if the texture if smaller.
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
tBitmap = BitmapFactory.decodeResource(mContext.getResources(), R.drawable.ingame_boll_mouth, options);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, tBitmap, 0);
tBitmap.recycle();
// And so on for all textures
Log.d("loadTextures()", "Loaded textures");
}
我已经非常仔细地看了看和.pngs是没问题的。我尝试将顶点颜色alpha设置为-1,是的,纹理消失,但点仍然存在。当我禁用混合所有透明度变黑,点消失。我无法弄清楚接下来要做什么,当片段着色器输出alpha 0.0并且它仍然是虚线。
想要尝试的任何反馈意见。谢谢!
尝试开启抖动('GLES20.glEnable(GLES20.GL_DITHER)')。 – Jave 2012-03-06 09:11:52
@Jave现在尝试,但没有任何改变。尽管谢谢你的建议! – ronnerberg 2012-03-06 11:02:52
虽然它看起来像某种颜色深度问题。你也可以尝试设置窗口和表面深度为32位:glview.setEGLConfigChooser(8,8,8,16,0);''和'getWindow().setFormat(PixelFormat.RGBA_8888);' (并且可能为窗口和opengl添加抖动) – Jave 2012-03-06 11:14:08