我有一段代码加载使用glTexImage2D这样的纹理:的OpenGL ES 2.0 - 加载PNG与GLKit代替OpenGL的API
// to test texturing
CGImageRef imageRef = [[UIImage imageNamed:@"Blob.png"] CGImage];
int width = CGImageGetWidth(imageRef);
int height = CGImageGetHeight(imageRef);
GLubyte* textureData = (GLubyte *)malloc(width * height * 4); // if 4 components per pixel (RGBA)
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * width;
NSUInteger bitsPerComponent = 8;
CGContextRef context = CGBitmapContextCreate(textureData, width, height,
bitsPerComponent, bytesPerRow, colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
CGContextRelease(context);
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
glBindTexture(GL_TEXTURE_2D, 0);
我替换为自身的代码,所述代码没有按引发任何错误而是显示黑色图像。
NSError *error;
GLKTextureInfo *texture = [GLKTextureLoader textureWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"Blob.png" ofType:Nil]
options:Nil
error:&error]; assert(!error);
//bind the texture to texture unit 0
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(texture.target, texture.name);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glEnable(texture.target);
glBindTexture(GL_TEXTURE_2D, 0);
可能是什么问题?
我想将这个项目是在https://github.com/glman74/simpleFBO
代码中的'GLKTextureLoader'电话后看起来嫌疑。如果你放弃除glBindTexture(texture.target,texture.name)之外的所有内容,会发生什么? – rickster
@rickster我删除了GLKTextureLoader之后的行,并在glkView:drawInRect:方法中添加了一个glBindTexture调用,这似乎解决了问题 – rraallvv