i have a problem running my app using an external Thread for game loop in OpenGL ES 2.0.
here is my onCreate in my Starting class:
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mGLView = new MyGLView(this);
System.out.println(running);
setContentView(mGLView);
loop = new GameLoop();
//loop.run(); <- this is supposed to run the loop but when its called,
// nothing really appears on screen. just title of the app.
}
my GameLoop Class
private final static int maxFPS = 30;
private final static int maxFrameSkips = 5;
private final static int framePeriod = 1000 / maxFPS;
public static boolean running;
public final static String TAG = "test";
public GameLoop() {
}
@Override
public void run() {
running = StartPoint.isRunning();
long beginTime;
long timeDiff;
int sleepTime;
int framesSkipped;
sleepTime = 0;
while (running) {
running = StartPoint.isRunning();
beginTime = System.currentTimeMillis();
framesSkipped = 0;
StartPoint.mGLView.requestRender(); // <- supposed to re-render?
timeDiff = System.currentTimeMillis() - beginTime;
sleepTime = (int) (framePeriod - timeDiff);
if (sleepTime > 0) {
try {
Thread.sleep(sleepTime);
} catch (InterruptedException e) {
}
}
while (sleepTime < 0 && framesSkipped < maxFrameSkips) {
sleepTime += framePeriod;
framesSkipped++;
Log.d(TAG, "Frames Skipped");
}
}
}
and finally my renderer class:
private static final String TAG = "Renderer";
BoundsSquare square;
private final float[] mMVPMatrix = new float[16];
private final float[] mProjMatrix = new float[16];
private final float[] mVMatrix = new float[16];
private final float[] mRotationMatrix = new float[16];
private int camWidth,camHeight;
Camera2D cam;
Vector3 vec;
public long cycle = 0; // used this to determine how many cycles
//went through, it is stuck on cycle 0, nothing else happens after first render
@Override
public void onDrawFrame(GL10 nope) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
//set camera position
cam.setFrustum(mProjMatrix, mVMatrix, mMVPMatrix);
square.draw(mMVPMatrix);
//square.animate(tick);
//square.setBounds(vec);
System.out.println("Cycle " + cycle + " Ended");
cycle++;
}
@Override
public void onSurfaceChanged(GL10 nope, int width, int height) {
cam.setRatio(width, height);
GLES20.glViewport(0, 0, width, height);
}
public static int loadShader(int type, String shaderCode) {
// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type);
// add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
@Override
public void onSurfaceCreated(GL10 gl,
javax.microedition.khronos.egl.EGLConfig config) {
GLES20.glClearColor(0.0f, 0.0f, 1.0f, 0.5f);
camWidth=480;camHeight=320;
cam= new Camera2D(0, 0, camHeight, camWidth);
// initialize a square
vec = new Vector3 (10,10,40,90);
square = new BoundsSquare(vec);
System.out.println("Surface Created");
}
so basically what happens is that if i do not call loop.run();
i get a static picture, which is basically one cycle of onDrawFrame, after its done with this, nothing else pops up on the logCat.
the next thing that happens is if i do call loop.run()
, basically the loop goes through forever and everything, but, nothing appears on the screen. i just see a title screen, not the glView.
What am i doing wrong? Is there another way to update the Screen?
Threads must be started with start() not run().