CoordinateSystemRenderer
के लिए कार्यान्वयन क्या है?
मैं आज ही आवश्यकता से मुलाकात की और कोशिश की, यह वास्तव में काम करता है कि इसका मतलब है, आप एक ही गतिविधि में 2 GLSurfaceView
डाल सकते हैं।
कुछ ध्यान दिया जाने,
GLRender
में, जब onSurfaceChanged
शुरू हो जाती है, तो आप अपने व्यूपोर्ट
- आकार बदलने चाहिए 2
GLSurfaceView
के साथ, धागा प्रस्तुत करना 2 हो जाएगा, तो सिंक्रनाइज़ समस्या हुई हो जाएगा की जरूरत है। यह के कार्यान्वयन पर निर्भर करता है।
एसडीके GLSurfaceViewActivity
/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.example.android.apis.graphics;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLSurfaceView;
/**
* Render a pair of tumbling cubes.
*/
public class CubeRenderer implements GLSurfaceView.Renderer
{
boolean isReverse = false;
public CubeRenderer(boolean useTranslucentBackground, boolean isReverse)
{
mTranslucentBackground = useTranslucentBackground;
mCube = new Cube();
this.isReverse = isReverse;
}
public CubeRenderer(boolean useTranslucentBackground)
{
this(useTranslucentBackground, false);
}
public void onDrawFrame(GL10 gl)
{
/*
* Usually, the first thing one might want to do is to clear the screen. The most efficient way of doing this is
* to use glClear().
*/
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
/*
* Now we're ready to draw some 3D objects
*/
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -3.0f);
gl.glRotatef(mAngle, 0, 1, 0);
gl.glRotatef(mAngle * 0.25f, 1, 0, 0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
mCube.draw(gl);
gl.glRotatef(mAngle * 2.0f, 0, 1, 1);
gl.glTranslatef(0.5f, 0.5f, 0.5f);
mCube.draw(gl);
if (isReverse)
{
mAngle -= 1.2f;
}
else
{
mAngle += 1.2f;
}
}
public void onSurfaceChanged(GL10 gl, int width, int height)
{
System.out.println("Joey's Log width : " + width + " height : " + height);
gl.glViewport(0, 0, width, height);
/*
* Set our projection matrix. This doesn't have to be done each time we draw, but usually a new projection needs
* to be set when the viewport is resized.
*/
float ratio = (float) width/height;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
/*
* By default, OpenGL enables features that improve quality but reduce performance. One might want to tweak that
* especially on software renderer.
*/
gl.glDisable(GL10.GL_DITHER);
/*
* Some one-time OpenGL initialization can be made here probably based on features of this particular context
*/
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
if (mTranslucentBackground)
{
gl.glClearColor(0, 0, 0, 0);
}
else
{
gl.glClearColor(1, 1, 1, 1);
}
gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_DEPTH_TEST);
}
private boolean mTranslucentBackground;
private Cube mCube;
private float mAngle;
}
------------------------------------------------------------------------------------------
/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.example.android.apis.graphics;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLSurfaceView;
/**
* Render a pair of tumbling cubes.
*/
public class CubeRenderer implements GLSurfaceView.Renderer {
boolean isReverse = false;
public CubeRenderer(boolean useTranslucentBackground,boolean isReverse) {
mTranslucentBackground = useTranslucentBackground;
mCube = new Cube();
this.isReverse = isReverse;
}
public CubeRenderer(boolean useTranslucentBackground)
{
this(useTranslucentBackground, false);
}
public void onDrawFrame(GL10 gl) {
/*
* Usually, the first thing one might want to do is to clear
* the screen. The most efficient way of doing this is to use
* glClear().
*/
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
/*
* Now we're ready to draw some 3D objects
*/
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -3.0f);
gl.glRotatef(mAngle, 0, 1, 0);
gl.glRotatef(mAngle*0.25f, 1, 0, 0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
mCube.draw(gl);
gl.glRotatef(mAngle*2.0f, 0, 1, 1);
gl.glTranslatef(0.5f, 0.5f, 0.5f);
mCube.draw(gl);
if (isReverse)
{
mAngle -= 1.2f;
}
else
{
mAngle += 1.2f;
}
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
System.out.println("Joey's Log width : " + width + " height : " + height);
gl.glViewport(0, 0, width, height);
/*
* Set our projection matrix. This doesn't have to be done
* each time we draw, but usually a new projection needs to
* be set when the viewport is resized.
*/
float ratio = (float) width/height;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
/*
* By default, OpenGL enables features that improve quality
* but reduce performance. One might want to tweak that
* especially on software renderer.
*/
gl.glDisable(GL10.GL_DITHER);
/*
* Some one-time OpenGL initialization can be made here
* probably based on features of this particular context
*/
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
GL10.GL_FASTEST);
if (mTranslucentBackground) {
gl.glClearColor(0,0,0,0);
} else {
gl.glClearColor(1,1,1,1);
}
gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_DEPTH_TEST);
}
private boolean mTranslucentBackground;
private Cube mCube;
private float mAngle;
}
पहली बात यह है कि मुझ पर बाहर कूदता है कि आपके नेस्टेड LinearLayout fill_parent पर सेट किया जाता है। मैं यह सुनिश्चित करने के लिए जांच करूंगा कि आपके दोनों GLSurfaceViews को शून्य-शून्य ऊंचाई के साथ रखा जा रहा है। यह मामला हो सकता है कि वे दोनों चित्रकारी हैं, लेकिन एक की 0 पिक्सेल की ऊंचाई है और इसलिए अदृश्य है। दो 'GLSurfaceViews' के बजाय –
, अपने आप को बनाने के लिए/एक जीएल धागा और संदर्भ का प्रबंधन, दो' SurfaceViews' (नहीं 'GLSurfaceViews') के लिए आवेदन है कि बेहतर हो सकता है। [फ्रेडन की चर्चा और ग्राफिका से लिंक] देखें (http://stackoverflow.com/a/22746240/199364)। – ToolmakerSteve