Problems with glReadPixels in android
I am trying to implement an opengl picking system I read about and have hit an issue with glReadPixels. Basically, every node in the scene gets a unique color and when a new touch happens, it renders the scene with nothing but the nodes painted with their uni开发者_开发技巧que color ids. I am trying to check the input coordinate with a list of stored color ids.
I can not get glReadPixels to work right. It always returns 0 0 0 for pixel values. i would really appreciate any help with getting the correct pixel values from it. thanks
here is the relevant code
private void handleEvent(MotionEvent event) {
int x = (int) event.getX();
int y = (int) event.getY();
int action = event.getAction();
int actionCode = action & MotionEvent.ACTION_MASK;
if (actionCode == 0) {
// Paint with colorID color
mSettings.picking(true);
dumpEvent(event);
final GL10 gl = mSettings.getGL();
ByteBuffer PixelBuffer = ByteBuffer.allocateDirect(4);
PixelBuffer.order(ByteOrder.nativeOrder());
gl. glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1);
gl.glReadPixels(x, y, 1, 1, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, PixelBuffer);
byte b[] = new byte[4];
PixelBuffer.get(b);
String key = "" + b[0] + b[1] + b[2];
// Check for selection
mRenderer.processSelection(event, new SGColorI(pixel[0], pixel[1], pixel[2], pixel[3]));
log.pl("GL on touchdown", key);
} else if (actionCode == 2) {
mSettings.picking(false);
}
}
allocateDirect
"just doesn't work" in this case. Use allocate
.
It seemed very strange to me, but allocate vs allocateDirect
was the only difference I came to.
Also this post in google groups helped me a lot.
btw, this discovery was made on emulator (several different versions), not the real device.
The use of glReadPixels for the classical pick problem is overkilled. Remember that glReadPixels is a blocking function, while openGL works mainly in an asynchronous way. Using glReadPixels means that all the commands in the driver queue have to be processed and this could be a huge waste of time.
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