我正在使用以下架构:
服务器线程的其他详细信息(工作代码)
初始化期间创建了一个fbo:
void init(void) {
glGenFramebuffer(1, &fbo);
}
服务器的渲染循环看起来大致如下:
GLuint loop(void) {
glBindFrameBuffer(GL_FRAMEBUFFER, fbo);
glViewport(0,0,width,height);
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_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_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
// Framebuffer completeness check omitted
glClear(GL_COLOR_BUFFER_BIT);
// actual drawing code omitted
// the drawing code bound other textures, so..
glBindTexture(GL_TEXTURE_2D, tex);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, GL_NONE);
glFlush();
return tex;
}
到目前为止,这一切都很好。
新(错误)代码
现在我想将多重采样添加到服务器线程,使用GL_APPLE_framebuffer_multisample扩展并修改初始化代码,如下所示:
void init(void) {
glGenFramebuffer(1, &resolve_fbo);
glGenFramebuffers(1, &sample_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, sample_fbo);
glGenRenderbuffers(1, &sample_colorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, sample_colorRenderbuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, 4, GL_RGBA8_OES, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, sample_colorRenderbuffer);
// Framebuffer completeness check (sample_fbo) omitted
glBindRenderbuffer(GL_RENDERBUFFER, GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, GL_NONE);
}
主循环已更改为:
GLuint loop(void) {
glBindFrameBuffer(GL_FRAMEBUFFER, sample_fbo);
glViewport(0,0,width,height);
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_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_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glClear(GL_COLOR_BUFFER_BIT);
// actual drawing code omitted
glBindFramebuffer(GL_FRAMEBUFFER, resolve_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
// Framebuffer completeness check (resolve_fbo) omitted
// resolve multisampling
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_APPLE, resolve_fbo);
glBindFramebuffer(GL_READ_FRAMEBUFFER_APPLE, sample_fbo);
glResolveMultisampleFramebufferAPPLE();
// the drawing code bound other textures, so..
glBindTexture(GL_TEXTURE_2D, tex);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, GL_NONE);
glFlush();
return tex;
}
我现在看到的是纹理包含来自多个loop()调用的数据,这些数据混合在一起。我想我要么错过了某种类型的'unbind',或者可能是glFinish()
调用(我以前在不同的点上遇到过这样的问题,我用glTexImage2D()
设置纹理数据并正确使用它之后 - 需要glFinish()
调用才能强制更新纹理。
但是,在绘图代码之后插入glFinish()
并没有改变任何内容..
答案 0 :(得分:1)
在循环内移动fbo绑定可以解决问题。
无论如何,感谢@所有读者并抱歉浪费你的时间:)