Blank screen when using gluOrtho2D
First, sorry if my English is bad :(
I'm currently trying to make game in Android, and using this link to start with. When I learned that we can use gluOrtho2D to draw parallel 2D (the tutorial using perspective), I switch my code. But it display nothing but blank screen.
This is my code:
public class GLRenderer implements Renderer{
private Triangle triangle;
private Square square;
private Context context;
/** Constructor for GL
* @return */
public GLRenderer(Context context) {
this.context = context;
this.triangle = new Triangle();
this.square = new Square();
}
@Override
public void onDrawFrame(GL10 gl) {
// TODO Auto-generated method stub
// clear Screen and Depth Buffer
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Reset the Modelview Matrix
gl.glLoadIdentity();
// Drawing
//gl.glTranslatef(0.0f, 0.0f, -5.0f); // move 5 units INTO the screen
// is the same as moving the camera 5 units away
square.Draw(gl); // Draw the triangle
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// TODO Auto-generated method stub
if(height == 0) { //Prevent A开发者_开发技巧 Divide By Zero By
height = 1; //Making Height Equal One
}
gl.glViewport(0, 0, width, height); //Reset The Current Viewport
gl.glMatrixMode(GL10.GL_PROJECTION); //Select The Projection Matrix
gl.glLoadIdentity(); //Reset The Projection Matrix
//Calculate The Aspect Ratio Of The Window
//GLU.gluPerspective(gl, 1.0f, (float)width / (float)height, -1.0f, 100.0f);
GLU.gluOrtho2D(gl, 0.0f, (float)width, 0.0f, (float)height);
gl.glMatrixMode(GL10.GL_MODELVIEW); //Select The Modelview Matrix
gl.glLoadIdentity();
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// TODO Auto-generated method stub
// Load the texture for the square
square.LoadGLTexture(gl, this.context, R.drawable.menu_main);
gl.glEnable(GL10.GL_TEXTURE_2D); //Enable Texture Mapping ( NEW )
gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); //Black Background
gl.glClearDepthf(1.0f); //Depth Buffer Setup
gl.glEnable(GL10.GL_DEPTH_TEST); //Enables Depth Testing
gl.glDepthFunc(GL10.GL_LEQUAL); //The Type Of Depth Testing To Do
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
//Really Nice Perspective Calculations
//gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
}
Any help?
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glOrthof(0, 320f, 480f, 0, 0, 1);
}
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
/*code*/
}
Give the x coordinates of your triangle and square in the range od 0 to 320 and y coordinates from 0 to 480
if glLoadIdentity()
call in onDrawFrame()
and last call of glLoadIdentity()
in onSurfaceChanged()
are removed then the initial program code will work fine.
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