Android OpenGL纹理在Sprint三星Galaxy s2 Epic Touch 4g上看起来很糟糕

让我先言承认我是一个开放的新手 – 这简直就是一个奇迹我已经用我一直在开发的游戏做到了这一点.

纹理在HTC Evo 3d,Droid Bionic和霹雳上看起来很好.我刚刚购买了Sprint三星galaxy s2,纹理看起来很糟糕 – 我的理论是更大的屏幕,并产生了更低的dpi效果纹理mag过滤(我的另一个理论是我不知道我在做什么).

截图#1 Galaxy S2HTC Evo 3d
屏幕截图#2 Galaxy S2 vs. HTC Evo 3d

我尝试使用16位,24位和32位纹理启用/禁用抖动,将选项传递给android BitmapFactory解码方法以防止缩放,在下面的片段中禁用我的opengl设置中的每个人,设置自定义eglconfig值的不同组合setEGLConfigChooser,我现在只是在黑暗中拍摄.

所以我的问题是:哪些opengl函数可以负责产生这些屏幕截图中看到的色带(?)/看起来很差的纹理?

另外值得注意的是:

>没有开放的gl错误(我记录每个open gl调用)
>当我添加更多光源时,应用程序性能会大幅下降(而htc evo 3d,仿生和霹雳在多个光源下的工作效果非常好).
> OpenGL ES 1.1(我的应用程序中没有GLES20是)
>我使用min 3d框架
>屏幕&解析度:
> HTC Evo 3d:4.3“屏幕540×960分辨率
> Samasung Sprint galaxy s2:4.52“屏幕800×480分辨率

getwindowManager().getDefaultdisplay().getPixelFormat();
// HTC Evo 3d: 1 (PixelFormat.RGBA_8888)
// Sprint Samsung galaxy s2: 5 (???)

在过去的三天里,我疯狂地搜索了一下,看看是否还有其他人遇到类似的问题并且什么都没发现.感谢您的时间.

//##################        
//# setup (one time calls)
//##################

_gl.glEnable(GL11.GL_DITHER);
_gl.glEnable(GL10.GL_DEPTH_TEST);
_gl.glClearDepthf(1.0f);
_gl.glDepthFunc(GL10.GL_LESS);
_gl.glDepthRangef(0,1f);
_gl.glDepthMask(true);
_gl.glShadeModel(GL10.GL_SMOOTH);

// Alpha enabled
_gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA);
_gl.glAlphaFunc(GL10.GL_GREATER,0.1f);

// ccw frontfaces only,by default
_gl.glFrontFace(GL10.GL_ccw);
_gl.glCullFace(GL10.GL_BACK);
_gl.glEnable(GL10.GL_CULL_FACE);


//##################        
//# onSurfaceCreated
//##################

// build the lights - note this is specific to the min3d framework but 
// its pretty straightforward - if a change is made to a light source the dirty flag     is set
// and calls will be made to opengl to udpate accordingly in the onDrawFrame method
Light light1 = new Light();
light1.position.setAll(0,10,0);
light1.ambient= new Color4Managed(255,255,light1);
light1.diffuse = new Color4Managed(255,light1);
light1.specular = new Color4Managed(255,light1);
light1.type(LightType.DIRECTIONAL);    
_scene.lights().add(light1);


//##################        
//# onSurfaceChanged
//##################

public void onSurfaceChanged(GL10 gl,int w,int h) {
    this.w = w;
    this.h = h;
    _surfaceAspectRatio = (float) w / (float) h;
    _gl.glViewport(0,w,h);

    // all the following updates the frustum
    FrustumManaged vf = _scene.camera().frustum;
    float n = vf.shortSideLength() / 2f;
    float lt,rt,btm,top;
    lt = vf.horizontalCenter() - n * _surfaceAspectRatio;
    rt = vf.horizontalCenter() + n * _surfaceAspectRatio;
    btm = vf.verticalCenter() - n * 1;
    top = vf.verticalCenter() + n * 1;

    if (_surfaceAspectRatio > 1) {
        lt *= 1f / _surfaceAspectRatio;
        rt *= 1f / _surfaceAspectRatio;
        btm *= 1f / _surfaceAspectRatio;
        top *= 1f / _surfaceAspectRatio;
    }

    _gl.glFrustumf(lt,top,vf.zNear(),vf.zFar());

    Util.out("UPDATE VIEW FRUSTUM _surfaceAspectRatio: " + this._surfaceAspectRatio +     " w: " + this.w + " h: " + this.h);
    Util.out("UPDATE VIEW FRUSTUM lt: " + lt + " rt: " + rt + " btm: " + btm + " top:     " + top + " vf.zNear(): " + vf.zNear() + " vf.zFar(): " + vf.zFar());

    // sprint samsung galaxy 2s epic touch 4g
    // 09-18 23:41:31.255: INFO/System.out(14069): 2011-09-18 23:41:31> UPDATE VIEW     FRUSTUM _surfaceAspectRatio: 0.97959185 w: 480 h: 490
    // 09-18 23:41:31.255: INFO/System.out(14069): 2011-09-18 23:41:31> UPDATE VIEW     FRUSTUM lt: -0.48979592 rt: 0.48979592 btm: -0.5 top: 0.5 vf.zNear(): 1.0     vf.zFar(): 30.0

    // htc evo 3d 
    // 09-18 23:46:16.744: INFO/System.out(7958): 2011-09-18 23:46:16> UPDATE VIEW FRUSTUM _surfaceAspectRatio: 0.83076924 w: 540 h: 650
    // 09-18 23:46:16.754: INFO/System.out(7958): 2011-09-18 23:46:16> UPDATE VIEW FRUSTUM lt: -0.41538462 rt: 0.41538462 btm: -0.5 top: 0.5 vf.zNear(): 1.0 vf.zFar(): 30.0
}


//##################        
//# upload texture
//##################

int[] a = new int[1];
_gl.glGenTextures(1,a,0); // create a 'texture name' and put it in array element 0
_gl.glBindTexture(GL10.GL_TEXTURE_2D,a[0]);

if ($generateMipMap && _gl instanceof GL11) {
    _gl.glTexParameterf(GL11.GL_TEXTURE_2D,GL11.GL_GENERATE_MIPMAP,GL11.GL_TRUE);
}else {
    _gl.glTexParameterf(GL11.GL_TEXTURE_2D,GL11.GL_FALSE);
}

glutils.texImage2D(GL10.GL_TEXTURE_2D,$bitmap,0);    


//##################        
//# onDrawFrame
//##################

// draw setup
_gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);        

// enable or disable lights
if(_scene.lights().isDirty()){
    for (int glIndex = 0; glIndex < NUM_GLLIGHTS; glIndex++) {
        if (_scene.lights().glIndexEnabledDirty()[glIndex] == true) {
            if (_scene.lights().glIndexEnabled()[glIndex] == true) {
                _gl.glEnable(GL10.GL_LIGHT0 + glIndex);
                    _scene.lights().getLightByGlIndex(glIndex).setAllDirty();
                } else {
                    _gl.gldisable(GL10.GL_LIGHT0 + glIndex);
                }
                _scene.lights().glIndexEnabledDirty()[glIndex] = false; //     clear dirtyflag
            }
        }
    _scene.lights().clearDirtyFlag();
}

// handle individual light settings
Light[] lights = _scene.lights().toArray();
for (int i = 0; i < lights.length; i++) {
    Light light = lights[i];
    if (light.isDirty()) // .. something has changed
    {
        int glLightId = GL10.GL_LIGHT0 + _scene.lights().getGlIndexByLight(light);

        if (light.position.isDirty()) {
            light.commitPositionAndTypeBuffer();
            _gl.glLightfv(glLightId,GL10.GL_POSITION,light.positionAndTypeBuffer());
            light.position.clearDirtyFlag();
        }

        if (light.ambient.isDirty()) {
            light.ambient.commitToFloatBuffer();
            _gl.glLightfv(glLightId,GL10.GL_AMBIENT,ligh    t.ambient.floatBuffer());
            light.ambient.clearDirtyFlag();
        }

        if (light.diffuse.isDirty()) {
            light.diffuse.commitToFloatBuffer();
            _gl.glLightfv(glLightId,GL10.GL_DIFFUSE,light.diffuse.floatBuffer());
            light.diffuse.clearDirtyFlag();
        }

        if (light.specular.isDirty()) {
            light.specular.commitToFloatBuffer();
            _gl.glLightfv(glLightId,GL10.GL_specular,light.specular.floatBuffer());
            light.specular.clearDirtyFlag();
        }

        if (light.isVisibleBm().isDirty()) {
            if (light.isVisible()) {
                _gl.glEnable(glLightId);
            } else {
                _gl.gldisable(glLightId);
            }
            light.isVisibleBm().clearDirtyFlag();
        }

        if (light.attenuation().isDirty()) {
            _gl.glLightf(glLightId,GL10.GL_CONSTANT_ATTENUATION,light.attenuation().getX());
            _gl.glLightf(glLightId,GL10.GL_LINEAR_ATTENUATION,ligh    t.attenuation().getY());
            _gl.glLightf(glLightId,GL10.GL_QUAdratIC_ATTENUATION,light.attenuation().getZ());
        }

        light.clearDirtyFlag();
    }
}

// finally draw objects (see deFinition below)
foreach(Object3d $o : _scene.children()){
    drawObject($o);
}


//##################        
//# draw 3d object
//##################

_gl.glEnable(GL10.GL_LIGHTING);
_gl.glEnable(GL10.GL_TEXTURE_2D);
_gl.glEnable(GL10.GL_ALPHA_TEST);
_gl.glEnable(GL10.GL_BLEND);
_gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
_gl.glEnableClientState(GL10.GL_norMAL_ARRAY);
_gl.gldisableClientState(GL10.GL_COLOR_ARRAY);

$o.vertices().normals().buffer().position(0);
_gl.glnormalPointer(GL10.GL_FLOAT,$o.vertices().normals().buffer());

_gl.glEnable(GL10.GL_CULL_FACE);

// draw texture function info below
drawObject_textures($o);

_gl.glTranslatef($o.position().x,$o.position().y,$o.position().z);
_gl.glrotatef(($o.rotation().x),1,0);
_gl.glrotatef(($o.rotation().y),0);
_gl.glrotatef(($o.rotation().z),1);

_gl.glScalef($o.scale().x,$o.scale().y,$o.scale().z);

$o.vertices().points().buffer().position(0);
_gl.glVertexPointer(3,GL10.GL_FLOAT,$o.vertices().points().buffer());

$o.faces().buffer().position(pos);

_gl.glDrawElements($o.renderTypeInt(),$o.faces().size() *    FacesBufferedList.PROPERTIES_PER_ELEMENT,GL10.GL_UNSIGNED_SHORT,$o.faces().buffer());


//##################        
//# draw texture
//##################

int minFilterType = ZoneActivity.mipmap ? GL10.GL_NEAREST_MIPMAP_NEAREST :     GL10.GL_NEAREST;

$o.vertices().uvs().buffer().position(0);

_gl.glActiveTexture(GL10.GL_TEXTURE0 );
_gl.glClientActiveTexture(GL10.GL_TEXTURE0);
_gl.glBindTexture(GL10.GL_TEXTURE_2D,$o.glTextureId);
_gl.glTexCoordPointer(2,$o.vertices().uvs().buffer());
_gl.glTexParameterf(GL10.GL_TEXTURE_2D,GL10.GL_TEXTURE_MIN_FILTER,minFilterType);
_gl.glTexParameterf(GL10.GL_TEXTURE_2D,GL10.GL_TEXTURE_MAG_FILTER,GL10.GL_NEAREST);     
_gl.glTexParameterx(GL10.GL_TEXTURE_2D,GL10.GL_TEXTURE_WRAP_S,GL10.GL_REPEAT);
_gl.glTexParameterx(GL10.GL_TEXTURE_2D,GL10.GL_TEXTURE_WRAP_T,GL10.GL_REPEAT);

编辑:事实证明这是我.看起来像纹理问题是将不正确的值传递给雾函数的副作用(我自然从代码示例中省略了这些函数).

// I was not converting my rgba shorts to the expected range (0.0f,1.0f).
// the evo 3d,bionic,etc. must compensate for people like me and translate
// this to white so i never knew there was a problem
_gl.glFogfv(GL10.GL_FOG_COLOR,[255f,255f,255f]);

_gl.glFogfv(GL10.GL_FOG_COLOR,[1.0f,1.0f,1.0f]);

关闭它可能是安全的.

解决方法

这是在黑暗中刺伤,(我没有使用GL多年)但从你发布的图像和代码行判断“GL10.GL_NEAREST_MIPMAP_NEAREST”或(甚至更糟!)“GL10.GL_NEAREST”,你是会得到丑陋的纹理过滤.请尝试使用“LINEAR”过滤器.

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