远离glPushMatrix glLoadIdentity glPopMatrix

本文探讨了Android OpenGL ES的三个特定函数在Android、iOS、PC平台上的表现差异,以及在Java层设置setEGLContextClientVersion(2)后仍出现‘called unimplemented OpenGLES API’错误的原因。提供了避免使用这些函数的解决方案。
这三个函数在android opengles的版本中会提示called unimplemented OpenGL ES API,即使我们在java层已经设置了setEGLContextClientVersion(2),因为这三个函数在pc,在ios平台上都没有问题,所以迷惑了我好久,以后再也不要用这三个函数
帮我注释以下代码#include <GL/glut.h> #include <math.h> GLfloat theta = 0; void init() { glClearColor(1.0, 0.0, 0.0, 0.0); glShadeModel(GL_SMOOTH); glMatrixMode(GL_PROJECTION); gluOrtho2D(-2.0, 2.0, -2.0, 2.0); glMatrixMode(GL_MODELVIEW); } void mydraw() { glBegin(GL_TRIANGLES); glColor3f(1.0, 0.0, 0.0); glVertex3f(0.0, 1.0, 0.0); glColor3f(0.0, 1.0, 0.0); glVertex3f(0.0, 0.0, 0.0); glColor3f(0.0, 0.0, 1.0); glVertex3f(0.5, 0.5, 0.0); glEnd(); } void Mydisplay(void) { glClear(GL_COLOR_BUFFER_BIT); void glPushMatrix(void); mydraw(); void glPopMatrix(void); void glPushMatrix(void); glRotatef(theta, 0.0, 0.0, 1.0); mydraw(); void glPopMatrix(void); void glPushMatrix(void); glRotatef(theta, 0.0, 0.0, 1.0); mydraw(); void glPopMatrix(void); void glPushMatrix(void); glRotatef(theta, 0.0, 0.0, 1.0); mydraw(); void glPopMatrix(void); glFlush(); } void MyIdle(void) { theta += 15; if (theta >= 360) theta = 0; glutPostRedisplay(); } void reshape(int width, int height) { glViewport(0, 0, (GLsizei)width, (GLsizei)height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0, (GLfloat)width / (GLfloat)height, 1.0, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(500, 500); glutInitWindowPosition(100, 100); glutCreateWindow("动画"); init(); glutDisplayFunc(Mydisplay); glutReshapeFunc(reshape); glutIdleFunc(&MyIdle); glutMainLoop(); return 0; }
05-10
有了freeglut.lib和freeglut.dll为什么小熊猫c++的编译器会报错:[错误] ld returned 1 exit status #include <GL/glut.h> #include <cmath> #include <cstdio> // 游戏状态 float basketballPos[3] = {0.0f, 1.0f, 0.0f}; float basketPos[3] = {0.0f, 3.0f, -5.0f}; int score = 0; bool isShooting = false; float velocity = 0.0f; float angle = 45.0f; float time = 0.0f; void init() { glEnable(GL_DEPTH_TEST); glClearColor(0.53f, 0.81f, 0.98f, 1.0f); // 天空蓝背景 } void drawBasketball() { glColor3f(1.0f, 0.5f, 0.0f); // 橙色 glPushMatrix(); glTranslatef(basketballPos[0], basketballPos[1], basketballPos[2]); glutSolidSphere(0.3f, 32, 32); glPopMatrix(); } void drawBasket() { // 篮板 glColor3f(0.8f, 0.8f, 0.8f); glPushMatrix(); glTranslatef(basketPos[0], basketPos[1], basketPos[2]); glScalef(2.0f, 1.5f, 0.1f); glutSolidCube(1.0f); glPopMatrix(); // 篮筐 glColor3f(1.0f, 0.0f, 0.0f); glPushMatrix(); glTranslatef(basketPos[0], basketPos[1]-0.3f, basketPos[2]); glutSolidTorus(0.05f, 0.3f, 16, 16); glPopMatrix(); } void displayScore() { glColor3f(1.0f, 1.0f, 1.0f); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluOrtho2D(0, 400, 0, 300); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); char buffer[50]; snprintf(buffer, sizeof(buffer), "Score: %d", score); glRasterPos2i(10, 280); for (char* c = buffer; *c != '\0'; c++) { glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, *c); } glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); } void updatePhysics() { if (isShooting) { time += 0.016f; // 约60FPS // 抛物线运动公式 basketballPos[0] = velocity * time * cos(angle * 3.14159f / 180.0f); basketballPos[1] = velocity * time * sin(angle * 3.14159f / 180.0f) - 0.5f * 9.8f * time * time; basketballPos[2] = -velocity * time * 0.5f; // 碰撞检测 if (fabs(basketballPos[0] - basketPos[0]) < 0.3f && fabs(basketballPos[1] - (basketPos[1]-0.3f)) < 0.2f && fabs(basketballPos[2] - basketPos[2]) < 0.3f) { score++
最新发布
03-29
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