如何在IOS 5上更改图层的分辨率

时间:2012-08-21 10:29:33

标签: ios opengl-es opengl-es-2.0

我正在ios 5上开发一个opengl es 2.0应用程序。我将纹理绘制为背景。当我旋转设备时,我需要旋转图层并更改图层的尺寸。 问题是我可以改变图层的边界,但图层分辨率是相同的。 我的意思是,如果我有一个边界为1024 * 768的图层并且我将新图层边界定义为768 * 1024,则图层大小会发生变化,但是当我将768 * 1024纹理绘制为背景时,图像会变形。

我使用函数canvasView.bounds = newCanvasRect;canvasView.frame = newCanvasRect;来更改图层大小(其中canvasView是图层,newCanvasRect是新边界)。

有什么想法吗?

1 个答案:

答案 0 :(得分:1)

每次设备旋转新的高度和宽度时,您必须销毁并重建帧缓冲区。使用layoutsubviews来触发所有这些,当方向改变时调用它:

- (void)layoutSubviews {
   NSLog(@"layoutSubviews");
   [EAGLContext setCurrentContext:_context];
   [self destroyFramebuffer];
   [self createFramebuffer];
}


- (void)destroyFramebuffer {
   NSLog(@"destroy buffer");

   glDeleteFramebuffers(1, &viewFramebuffer);
   viewFramebuffer = 0;
   glDeleteRenderbuffers(1, &viewRenderbuffer);
   viewRenderbuffer = 0;
   glDeleteRenderbuffers(1, &depthRenderbuffer);
   depthRenderbuffer = 0;
}


- (BOOL)createFramebuffer {
   NSLog(@"creating buffer");

   glGenFramebuffers(1, &viewFramebuffer);
   glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);

   glGenRenderbuffers(1, &viewRenderbuffer);
   glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);

   // setup the renderbuffer to the context
   [[EAGLContext currentContext] renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer];
   glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, viewRenderbuffer);

   // Allocate color buffer backing based on the current layer size (get the current layer size)
   glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
   glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);

   NSLog(@"backing width: %d height: %d",backingWidth, backingHeight);

   // set up the depth buffer
   glGenRenderbuffers(1, &depthRenderbuffer);
   glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
   glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, backingWidth, backingHeight);
   glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
   glEnable(GL_DEPTH_TEST);
   glEnable(GL_CULL_FACE);

   [self setupView];

   return YES;
}

然后使用backingWidth和backingHeight重新创建投影矩阵。