我正在学习如何在Android上使用Irrlicht。上个月,我致力于基于openGL es 1.0的驱动器开发,效果很好(我使用1.0是因为当我尝试运行基于驱动es 2.0的示例时,结果非常奇怪)。加载网格没问题,但让我困惑的是纹理无法正确显示。
渲染代码如下:
smgr = device->getSceneManager();
guienv = device->getGUIEnvironment();
stringc myDir = gSdCardPath;
myDir += "/Irrlicht";
device->getFileSystem()->changeWorkingDirectoryTo(myDir.c_str());
stringc sydneyFilename = "/Irrlicht/sydney.md2";
mesh=smgr->getMesh("/sdcard/Irrlicht/sydney.md2");
if (!mesh) {
device->drop();
__android_log_print(ANDROID_LOG_INFO, "Irrlicht", "cannot getMesh");
return;
}
nodeSydney = smgr->addAnimatedMeshSceneNode(mesh);
if (nodeSydney) {
nodeSydney->setMaterialFlag(EMF_LIGHTING, false);
nodeSydney->setMD2Animation(scene::EMAT_STAND);
stringc sydneyTextureFilename = "/Irrlicht/sydney.bmp";
texture=driver->getTexture("/sdcard/Irrlicht/sydney.bmp");
if (!texture)
LOGI("sydney.bmp load failed");
else{
nodeSydney->setMaterialTexture(0,texture);
LOGI("sydney.bmp load successfully");
}
nodeSydney->setPosition(core::vector3df(0.0f,0.0f,0.0f));
}
smgr->addCameraSceneNode(0, vector3df(0, 10, -50), vector3df(0, 5, 0));
receiver = new AndroidEventReceiver(context);
device->setEventReceiver(receiver);
除了删除注释和节点位置之外,一切与原始代码相同,我也确信代码所需的文件位于正确的目录中。
因此,有使用Irrlicht在Android上的经验的人可以帮助我吗?