【发布时间】:2015-07-31 12:05:24
【问题描述】:
在我的 android 游戏中,我想在 FBO 中渲染我的场景并附加一个纹理,稍后再使用该纹理,但是当我使用 glGenFramebuffers 时出现此错误:
07-30 06:17:27.839: A/libc(1338): Fatal signal 11 (SIGSEGV), code 1, fault addr 0xd0 in tid 1353 (GLThread 157)
如果需要,这是我的代码:
createTexture函数:
public int CreateTexture(int w, int h){
int[] textureId = new int[1];
int i;
i = GLES20.glGetError();
GLES20.glGenTextures(1, textureId,0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId[0]);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, w, h, 0, GLES20.GL_RGBA, GLES20.GL_FLOAT, null);
ijad kon vali ba hichi poresh nakon hanooz
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
if(i!=0){
Log.d("ERROR", "ERROR Happend"+i+"");
return i;
}
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
return textureId[0];
}
和onDrawFrame:
public synchronized void onDrawFrame(GL10 gl) {
if(first){
int renderTexture;
renderTexture = CreateTexture(128,128 );
GLES20.glGenFramebuffers(1, FBO,0);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, renderTexture, 0);
first = false;
}
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, FBO[0]);
// Some 'global' settings.
//gl.glEnableClientState(GLES20.GL_VERTEX_ATTRIB_ARRAY_ENABLED);
gl.glEnableClientState(GLES10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GLES20.GL_FLOAT, 0, mBufVertices);
// Enable color array.
gl.glEnableClientState(GLES10.GL_COLOR_ARRAY);
gl.glColorPointer(4, GLES20.GL_FLOAT, 0, mBufColors);
//inja khasiate transparent ro faAl mikonim ke betoonim too CurlPage be kaaghaz alpha bedim
gl.glEnable(GLES20.GL_BLEND);
gl.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
gl.glDisable(GLES10.GL_LIGHTING);
gl.glDisable(GLES20.GL_TEXTURE_2D);
gl.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, mVerticesCountFront);
int backStartIdx = Math.max(0, mVerticesCountFront - 2);
//Log.d("mVerticesCountFront", ""+mVerticesCountFront+"");
int backCount = mVerticesCountFront + mVerticesCountBack - backStartIdx;
// Draw back facing blank vertices.
//gl.glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
gl.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, backStartIdx, backCount);
// Disable textures and color array.
gl.glDisableClientState(GLES10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GLES10.GL_COLOR_ARRAY);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
gl.glDisableClientState(GLES10.GL_VERTEX_ARRAY);
}
知道为什么会出现这样的错误吗?
【问题讨论】:
-
你绝对不应该在每一帧中创建一个新的帧缓冲区。
-
@BDL 我改了代码如你所说,看第一篇,但是还是有同样的错误和问题
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FBO变量是否设置在某处?FBO = new int[1]之类的东西,相当于你为textureId做的事情?
标签: android opengl-es opengl-es-2.0