Android上的OpenGL深度缓冲区 [英] OpenGL depth buffer on Android

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本文介绍了Android上的OpenGL深度缓冲区的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我目前正在学习Android(2.1)上的OpenGL ES编程.我从必须旋转的立方体开始.它旋转的很好,但是我无法使深度缓冲正常工作.多边形始终按GL命令渲染它们的顺序显示.我在GL初始化期间执行此操作:

I'm currently learning OpenGL ES programming on Android (2.1). I started with the obligatory rotating cube. It's rotating fine but I can't get the depth buffer to work. The polygons are always displayed in the order the GL commands render them. I do this during initialization of GL:

gl.glClearColor(.5f, .5f, .5f, 1);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearDepthf(1f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

在表面变化上,我这样做:

On surface-change I do this:

gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100f);

当我启用背面剔除时,一切看起来都是正确的.但是背面剔除只是一种速度优化,因此它也应该仅适用于深度缓冲区吗?那么,这里缺少什么?

When I enable backface culling then everything looks correct. But backface culling is only a speed-optimization so it should also work with only the depth buffer or not? So what is missing here?

推荐答案

我自己找到了.不是GL代码,而是android代码:

Found it myself. It wasn't GL code, it was android code:

view.setEGLConfigChooser(false);

此行中的"false"明确表示不应分配Z缓冲区.将其切换为"true"后,效果很好.

The "false" in this line explicitly says that no Z-Buffer should be allocated. After switching it to "true" it worked perfectly.

这篇关于Android上的OpenGL深度缓冲区的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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