问题:
1.
(SDK target 8) called a GL11 Pointer method with an indirect Buffer.
2.
java.lang.IllegalArgumentException: Must use a native order direct Buffer
解决方法:
https://groups.google.com/group/android-developers/browse_thread/thread/bbc6797499f41541
http://topic.csdn.net/u/20120221/23/60e832ed-63a5-4693-98fd-a61206e63b36.html
引用
Hello there
Non-direct buffers exist within the java heap space, and thus may be
shuffled around by the garbage collector to reduce fragmentation.
OpenGL may try and use data from the buffers that you pass in at any
time - if the buffer has been moved since you passed its address to
OpenGL then you'll be reading data from an invalid location.
Direct buffers are allocated outside of the java heap, and thus do not
move around.
For opengl use, always allocate buffers like so
FloatBuffer fb =
ByteBuffer.allocateDirect( size ).order( ByteBuffer.nativeOrder() ).asFloatBuffer();
Also be aware of the performance issue in
http://code.google.com/p/android/issues/detail?id=11078
Non-direct buffers exist within the java heap space, and thus may be
shuffled around by the garbage collector to reduce fragmentation.
OpenGL may try and use data from the buffers that you pass in at any
time - if the buffer has been moved since you passed its address to
OpenGL then you'll be reading data from an invalid location.
Direct buffers are allocated outside of the java heap, and thus do not
move around.
For opengl use, always allocate buffers like so
FloatBuffer fb =
ByteBuffer.allocateDirect( size ).order( ByteBuffer.nativeOrder() ).asFloatBuffer();
Also be aware of the performance issue in
http://code.google.com/p/android/issues/detail?id=11078
好像上面的写错了。。应该是:
ByteBuffer.allocateDirect( slicesBuffers.length ).order( ByteOrder.nativeOrder() ).asFloatBuffer();