I'm new to OpenGL ES and developing a simple 2D game. However, I'm confused as to how I can go about loading multiple animation frames as textures (for the player character). I've tried to load a different image every time the character is rendered, but that's too slow.
Here is my texture loading code thus far:
public void loadGLTexture(GL10 gl, Context context) {
InputStream[] is=new InputStream[3];
is[0]= context.getResources().openRawResource(R.drawable.r1);
is[1]= context.getResources().openRawResource(R.drawable.r2);
is[2]= context.getResources().openRawResource(R.drawable.r3);
try {
bitmap[0]= BitmapFactory.decodeStream(is[0]);
bitmap[1]= BitmapFactory.decodeStream(is[1]);
bitmap[2]= BitmapFactory.decodeStream(is[2]);
} finally {
try {
is[0].close();
is[1].close();
is[2].close();
is = null;
} catch (IOException e) {
}
}
gl.glGenTextures(3, textures,0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap[0], 0);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap[1], 0);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap[2], 0);
bitmap[0].recycle();
bitmap[1].recycle();
bitmap[2].recycle();
}
How can I make all three images accessible through an array?开发者_如何学Go
You need to call glBindTexture
before every texImage2D
. Currently you are loading all three images into textures[0]
.
Don't try to load all textures at once. Change your function to load only one texture and just call it three times. You should be able to do:
textures[0]=loadGLTexture(GL10,context,R.drawable.r1);
textures[1]=loadGLTexture(GL10,context,R.drawable.r2);
textures[2]=loadGLTexture(GL10,context,R.drawable.r3);
You can place all the frames of animation on a single texture and use texture coordinates to select which one to use
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