【发布时间】:2011-11-13 23:24:02
【问题描述】:
以下代码是在我的 JOGL 练习应用中渲染单个立方体的方法:
public void render(GL gl)
{
texture.enable();
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
texture.bind(); // textures clockwise from top left when
// facing
gl.glBegin(GL.GL_QUADS);
// north facing side
if (renderSide[0])
{
gl.glNormal3i(0, 1, 0);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3fv(v2, 0);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3fv(v1, 0);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3fv(v5, 0);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3fv(v6, 0);
}
// east facing side
if (renderSide[1])
{
gl.glNormal3i(1, 0, 0);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3fv(v3, 0);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3fv(v2, 0);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3fv(v6, 0);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3fv(v7, 0);
}
// south facing side
if (renderSide[2])
{
gl.glNormal3i(0, -1, 0);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3fv(v4, 0);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3fv(v3, 0);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3fv(v7, 0);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3fv(v8, 0);
}
// west facing side
if (renderSide[3])
{
gl.glNormal3i(-1, 0, 0);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3fv(v1, 0);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3fv(v4, 0);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3fv(v8, 0);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3fv(v5, 0);
}
// top side
if (renderSide[4])
{
gl.glNormal3i(0, 0, 1);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3fv(v1, 0);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3fv(v2, 0);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3fv(v3, 0);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3fv(v4, 0);
}
gl.glEnd();
texture.disable();
每个 Cube 都调用此代码,每个 Cube 都以相同的方式初始化,但是某些纹理的处理方式不同并且“模糊”,而其余的则没有,
这是一张图片:
每个块的每一帧都会调用此渲染方法,那么问题是如何永久地显示为单个块的呢?
还有一个附带问题,我的应用程序存在大量内存泄漏,我无法追踪,问题出在这里吗?除了设置相机和光源,这是大部分 OpenGL 代码!
【问题讨论】:
标签: java opengl memory-leaks render textures