问题
im trying to make a cube with a different texture on each face.
I have the front face and the rear face working now. Now i am trying to make the right face of the cube. But something is going wrong, because i got the right face done but the texture is showing with errors (it's like stretched and shredded), i have something bad in my code and i dont know what.
This is my code
public class Cube {
private FloatBuffer vertexBuffer;//Vertices
private FloatBuffer textureBuffer;//Texture coordinates
private ByteBuffer indexBuffer;//Indices
private int[] textures = new int[6];//Texture pointer
private float vertices[] = { //8 vertices of the cube
-1.0f, -1.0f, 1.0f, // 0
1.0f, -1.0f, 1.0f, // 1
-1.0f, 1.0f, 1.0f, // 2
1.0f, 1.0f, 1.0f, // 3
-1.0f, -1.0f, -1.0f,// 4
1.0f, -1.0f, -1.0f, // 5
-1.0f, 1.0f, -1.0f, // 6
1.0f, 1.0f, -1.0f, // 7
};
private byte indices[] = { //Faces definition
0,1,2, 1,3,2, //front face (*)
6,7,5, 6,5,4, //rear face (**)
1,5,3, 5,7,3, //right face (***) //problems here
};
private float texture[] = {//Mapping coordinates for the vertices
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
public Cube()
{
ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
vertexBuffer = byteBuf.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
byteBuf = ByteBuffer.allocateDirect(texture.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
textureBuffer = byteBuf.asFloatBuffer();
textureBuffer.put(texture);
textureBuffer.position(0);
indexBuffer = ByteBuffer.allocateDirect(indices.length);
indexBuffer.put(indices);
indexBuffer.position(0);
}
public void draw(GL10 gl) {
//Point to our buffers
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
//Set the face rotation
gl.glFrontFace(GL10.GL_CCW);
//Enable the vertex and texture state
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
//para que no pinte los poligonos que no se ven
//gl.glEnable(GL10.GL_CULL_FACE);
for(int i=0; i<3; i++) //<6 por que tenemos 6 texturas que queremos poner en las 6 caras de un cubo.
{
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[i]);
indexBuffer.position(6*i); //como cada dos triangulos (cuadrado) forman una cara, estos dos triangulos son 6 indices del array de indices, por lo tanto avanzamos 6 posiciones en el indexBuffer para pintar el siguiente cuadrado.
gl.glDrawElements(GL10.GL_TRIANGLES, 6, GL10.GL_UNSIGNED_BYTE, indexBuffer); //el segundo parametro es 6 por que solo queremos pintar una cara (cuadrado) por textura.
}
//gl.glDisable(GL10.GL_CULL_FACE); //para que no pinte los poligonos que no se ven
//Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
public void loadGLTexture(GL10 gl, Context context) {
loadTexture(gl,context,R.drawable.s1,0);
loadTexture(gl,context,R.drawable.s2,1);
loadTexture(gl,context,R.drawable.s3,2);
loadTexture(gl,context,R.drawable.s4,3);
loadTexture(gl,context,R.drawable.s5,4);
loadTexture(gl,context,R.drawable.s6,5);
}
public void loadTexture(GL10 gl, Context context, int drawable, int textureNumber)
{
//Get the texture from the Android resource directory
InputStream is = context.getResources().openRawResource(drawable);
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, textures, textureNumber);
//...and bind it to our array
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[textureNumber]);
//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_REPEAT);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);
//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();
}
}
回答1:
In OpenGL a vertex is the combination of a location and/or a texture coordinate and/or a colour and/or arbitrarily more attributes. So although you have 12 texture coordinates listed, all OpenGL gets from your data is 8 distinct vertices, each with a position and a texture coordinate.
Your right face is composed of two triangles, one with vertices 1, 5 and 3 and one with vertices 5, 7 and 3. So that's conceptually the same as a quad with vertices 1, 5, 7 and 3.
From your own data, that quad has vertices:
location: 1.0f, -1.0f, 1.0f; coordinate: 1.0f, 1.0f
location: 1.0f, -1.0f, -1.0f; coordinate: 1.0f, 1.0f
location: 1.0f, 1.0f, -1.0f; coordinate: 1.0f, 0.0f
location: 1.0f, 1.0f, 1.0f; coordinate: 1.0f, 0.0f
You'd therefore expect it to display the one dimensional straight line that runs along the right hand side of your texture, stretched out across the entire face. Is that what you're seeing?
If you want to supply unique texture coordinates for the corners of the side faces, you need to give them unique vertices (albeit that they'll be located exactly on top of other vertices).
来源:https://stackoverflow.com/questions/7818649/problems-texturing-a-cube