Reputation: 65
I need a little help with this: android developers, Tutorials: OpenGLES10. a link
It all works fine for the first Triangle, until I put in the code for Projection & Camera View. This should rezise OpenGLES Square view to match Phone's screen, so object stay in propotions. As a Newbie watching, the code looks fine and i have cheked with referencefiles, that there's not missing a parameter or something like that. But now i'm lost..! Can't see what's wrong. If Projection and Camera code are applied, there is no triangle, but the app. is runing and the View with backgroundcolor are shown.
Here is my code:
package notme.helloopengles10;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLSurfaceView;
import android.opengl.GLU;
public class HelloOpenGLES10Renderer implements GLSurfaceView.Renderer {
// Set the background frame color
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
// initialize the triangle vertex array
initShapes();
//enable use of vertex arrays
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
}
public void onDrawFrame(GL10 gl) {
// Redraw background color
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
/* // set GL_MODELVIEW transformation mode (If outline from here to after GLU.gluLookAt() - it works when also outlines further down i code!
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity(); // reset Matrix to its default state
// when using GL_MODELVIEW, you must set the view point
GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); */
//Draw Triangel
gl.glColor4f(0.63671875f, 0.76953125f, 0.22265625f, 0.0f);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, triangleVB);
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3);
}
// Redraw on orientation changes // adjust for screen size ratio
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
// Make adjustments for screen ratio
/*(If outline from here to after gl.Frumstumf() - it works!
float ratio = (float) width / height;
gl.glMatrixMode(GL10.GL_PROJECTION); // set matrix to projection mode
gl.glLoadIdentity(); // reset the matrix to its default state
gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); // apply the projection */
}
/*
* Draw a shape, a triangle. first add new member variable to contain
* the vertices of a triangle
*/
private FloatBuffer triangleVB;
//Create a method, initShaoe(), which populate the members variable
private void initShapes(){
//create a array
float triangleCoords[] = {
// X, Y, Z
-0.5f, -0.25f, 0,
0.5f, -0.25f, 0,
0.0f, 0,559016994f, 0
};
// initialize vertex Buffer for triangle
ByteBuffer vbb= ByteBuffer.allocateDirect(
//(# of coordinates values * 4 bytes per float)
triangleCoords.length * 4 );
vbb.order(ByteOrder.nativeOrder()); // use device hardware's native byte order
triangleVB = vbb.asFloatBuffer(); //create floating point buffer from the ByteBuffer
triangleVB.put(triangleCoords); // add coordinates to the FloatBuffer
triangleVB.position(0); // set the buffer to read the first coordinate
}
} // end
I hope some one can tell me, where things go wrong?
DevTool: Eclipse.
Upvotes: 1
Views: 1197
Reputation: 21
I had the same problem with this tutorial and it got solved when I changed the order of multiplying in the vertex shader code in the Triangle class. So instead of having uMVPMatrix * vPosition
, replace it with vPosition * uMVPMatrix
. I guess the reason for this is because vPosition
is a row vector.
Upvotes: 2
Reputation: 45948
The code looks resonable (if you uncomment the parts that are commented out at the moment). Your matrix modification code is quite correct and all transformations are applied to the correct matrices.
But at the moment you are looking from the point (0,0,-5) to the point (0,0,0) and therefore along the +z axis. But since the default OpenGL view looks along the -z axis, you actually rotate the view 180 degrees around the y-axis. Whereas this is absolutely no problem, you now see the back-side of the triangle. So can it be, that you have back-face culling enabled and this back-side is just optimized away? Just try disabling back-face culling by calling glDisable(GL_CULL_FACE)
or change the -5
in the gluLookAt
call to a 5
, so that you look along the -z axis.
You can also try to use gluPerspective(45, ratio, 3, 7)
instead of the glFrustum
call, but your arguments to glFrustum
look quite reasonable. Of course, keep in mind that both calls create a perspective view, with farther objects getting smaller, like in reality. If you actually want a parallel/orthographic view (where size on screen is independent on depth) you should replace the glFrustum
with a glOrtho
, though the parameters can stay the same.
Upvotes: 0
Reputation: 5190
Your call to gluLookAt trashes your modelview matrix. You should call this function with the projection matrix active.
http://www.opengl.org/sdk/docs/man/xhtml/gluLookAt.xml
This code shows the triangle for me:
public void onDrawFrame(GL10 gl) {
// Redraw background color
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
// when using GL_MODELVIEW, you must set the view point
GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
// set GL_MODELVIEW transformation mode (If outline from here to after GLU.gluLookAt() - it works when also outlines further down i code!
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity(); // reset Matrix to its default state
//Draw Triangel
gl.glColor4f(0.63671875f, 0.76953125f, 0.22265625f, 0.0f);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, triangleVB);
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3);
}
Upvotes: -1