安卓OpenGL纹理在Sprint Samsung Galaxy S2 Epic Touch 4g上显示很糟糕

4

首先承认我是一个OpenGL新手——我能够开发出这样的游戏已经不简单了。

在HTC Evo 3D、Droid Bionic和Thunderbolt上,纹理看起来很好。但是在我刚买的Sprint Samsung Galaxy S2上,纹理看起来很糟糕——我的理论是更大的屏幕和因此导致的较低dpi影响了纹理的mag过滤(另一个理论是我不知道我在做什么)。

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

我已经尝试启用/禁用抖动,使用16位、24位和32位纹理,向android BitmapFactory decode方法传递选项以防止缩放,在下面的代码片段中禁用了我的所有opengl设置,使用setEGLConfigChooser设置不同组合的自定义eglconfig值,现在只是凭直觉猜测。
我的问题是:哪个opengl函数可能会导致在那些截图中看到的色带/质量差的纹理?
还值得注意的是:
  • 没有opengl错误(我记录了每个opengl调用)
  • 当我添加更多光源时,应用程序性能会显著降低(而htc evo 3d、bionic和thunderbolt可以正常使用多个光源)。
  • OpenGL ES 1.1(我的应用程序中没有GLES20)
  • 我使用min 3d框架
  • 屏幕和分辨率:
  • HTC Evo 3d:4.3英寸屏幕540x960分辨率
  • Samasung Sprint Galaxy s2:4.52英寸屏幕800x480分辨率
getWindowManager().getDefaultDisplay().getPixelFormat();
// HTC Evo 3d: 1 (PixelFormat.RGBA_8888)
// Sprint Samsung Galaxy s2: 5 (???)

我已经疯狂地谷歌搜索了三天,想看看是否有其他人遇到类似的问题,但没有找到任何信息。谢谢您的时间。

//##################        
//# 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, 255, 255, light1);
light1.diffuse = new Color4Managed(255, 255, 255, 255, light1);
light1.specular = new Color4Managed(255, 255, 255, 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, 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, rt, btm, 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_GENERATE_MIPMAP, GL11.GL_FALSE);
}

GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, $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, 0, $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, 0);
_gl.glRotatef(($o.rotation().y), 0, 1, 0);
_gl.glRotatef(($o.rotation().z), 0, 0, 1);

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

$o.vertices().points().buffer().position(0);
_gl.glVertexPointer(3, GL10.GL_FLOAT, 0, $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, GL10.GL_FLOAT, 0, $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:事实证明是我自己的问题。看起来像是纹理问题的东西实际上是将不正确的值传递给雾函数的副作用(这自然是我从代码示例中省略的)。

糟糕

// 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,255f]);

好的

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

这个可以关闭了,应该是安全的。

1个回答

1
这只是一个猜测(我已经很久没有使用GL了),但根据您发布的图像和代码行中的“GL10.GL_NEAREST_MIPMAP_NEAREST”或(更糟糕的是!)“GL10.GL_NEAREST”,您将获得丑陋的纹理过滤。请尝试使用“LINEAR”过滤器。

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