andengine 纹理质量问题

问题:

 

The problem: poor texture quality in android app written with Andengine(wraps opengl), especially on gradients which appear as steps in few colours. Problem occurs on real and virtual device

Settings: default texture, fullscreen, native resolution, android 2.2. I have tried to enforce PixelFromat with:

public void onAttachedToWindow() { super.onAttachedToWindow(); Window window = getWindow(); window.setFormat(PixelFormat.RGBA_8888); }

Haven't made any difference.

Commenting line: GLHelper.disableDither(pGL); helped a little with textures, but made particles look bad, so a guess it is not the source of problem.

Example loading code:

public static void loadResources(StreamgameActivity game) { magnetTexture = new BitmapTextureAtlas(512, 512, TextureOptions.BILINEAR); magnetTextureRegion = BitmapTextureAtlasTextureRegionFactory .createFromAsset(magnetTexture, game,"bateria128CMatte_none.png", 0, 0); game.getEngine().getTextureManager().loadTexture(magnetTexture); }
 
解决方法:
方法一:
 

Andengine seems to use be default 16bit rendering mode. To change that I have done:

this.mRenderSurfaceView = new RenderSurfaceView(this); mRenderSurfaceView.setEGLConfigChooser(8,8,8,8,0,0);//!! mRenderSurfaceView.setRenderer(mEngine); mRenderSurfaceView.getHolder().setFormat(PixelFormat.RGBA_8888);//!!

in onSetContentView method.

方法二:
 

if someone is experiencing poor texture quality and banding for GLES2 here is the solution: just overridepreDraw() of your Sprite and enable dithering like this:

Sprite electricityOff = new Sprite(0, 0, mElectricityOffTextureRegion, getVertexBufferObjectManager()) { @Override protected void preDraw(GLState pGLState, Camera pCamera) { super.preDraw(pGLState, pCamera); pGLState.enableDither(); } };

Key element is pGLState.enableDither();. You will not need anything else but in case you want to ensure 32bit rendering for the surface and activity you can add:

@Override protected void onSetContentView() { mRenderSurfaceView = new RenderSurfaceView(this); mRenderSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 24, 0); mRenderSurfaceView.setRenderer(mEngine, this); mRenderSurfaceView.getHolder().setFormat(PixelFormat.RGBA_8888); this.setContentView(mRenderSurfaceView, BaseGameActivity.createSurfaceViewLayoutParams()); } @Override public void onAttachedToWindow() { super.onAttachedToWindow(); Window window = getWindow(); window.setFormat(PixelFormat.RGBA_8888); }
 

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