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我遇到了使用GLKit设置PNG图像的问题。GLKit&添加色彩到纹理
我有我加载到应用程序,然后用它来创建一个纹理白色PNG图像:
UIImage *image = [ UIImage imageNamed:@"brushImage" ];
NSError *error = nil;
texture_m = [[ GLKTextureLoader textureWithCGImage:image.CGImage options:nil error:&error] retain ];
if (error) {
NSLog(@"Error loading texture from image: %@",error);
}
纹理没有任何错误。
但是当我要渲染混合纹理激活的颜色似乎被忽略,我得到一个白色图像。当我在OpenGL1中做这件事时,我没有任何问题,图像将拾取在glColor4f()
中定义的颜色。这里是我的渲染代码:
-(void)render{
if (texture_m != nil) {
effect_m.texture2d0.enabled = GL_TRUE;
effect_m.texture2d0.envMode = GLKTextureEnvModeReplace;
effect_m.texture2d0.target = GLKTextureTarget2D;
effect_m.texture2d0.name = texture_m.name;
}
[effect_m prepareToDraw];
glClear(GL_COLOR_BUFFER_BIT);
GLfloat squareVertices[] = {
50, 50,
150, 50,
50, 150,
150, 150
};
GLfloat squareTexture[] = {
0, 0,
1, 0,
0, 1,
1, 1
};
glColor4f(1, 0, 0, 1);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glVertexAttribPointer(GLKVertexAttribPosition, 2, GL_FLOAT, GL_FALSE, 0, squareVertices);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 0, squareTexture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_BLEND);
glDisableVertexAttribArray(GLKVertexAttribPosition);
glDisableVertexAttribArray(GLKVertexAttribTexCoord0);
}
任何人可以帮助解决这个问题 感谢
礼