Using Opengl ES for Android we’re facing a problem when drawing a squ开发者_Go百科are with a texture. They look fine from a distance, but when getting close to the model the texture screws up. We believe this is caused by the fact that the model only consists of four vertices:
float[] coords = {
-1, 1, 0.0f,
1, 1, 0.0f,
-1, -1, 0.0f,
1, -1, 0.0f,
};That is why we want to expand the model so it consists of 10x10 polygons, so the question is: In which order do we have to draw the vertices to create a plane similar to this:
http://cocktailgenerator.net/cis4/plan.png
Using GL_TRIANGLE_STRIP we are able to draw a rectangle of polygons like (1x10) and it works well, but how do we expand it to 10x10?
Here is how I solved it using OpenGL ES 1.0:
https://blog.jayway.com/2010/02/15/opengl-es-tutorial-for-android-part-v/
If you’re creating the rows from left to right you simply start a new row by adding an invisible degenerate strip: You add the last point of the row twice, inserting zero-area triangles. These triangles will be invisible when rendering faces. By using this technique you can create discontinuities in the strip and, for instance, start a new row in a big plane.
Regarding the original problem: Are you sure that you can get rid of you rendering problems by subdividing your mesh? It does not really sound like the right way to go.
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