iPhone PNG加载alpha工件

时间:2012-09-04 21:50:24

标签: iphone opengl-es uiimage png alpha

我正在加载一个PNG纹理,我在具有大量alpha透明度的图像上得到了奇怪的文物。

这是源png: http://imgur.com/M8Wj3

这是白色背景上的游戏纹理: http://imgur.com/anliu

以下是我用来加载图片的代码:

NSString* pTextureNameString = [NSString stringWithFormat:@"%s", fileNameWithPath];
UIImage* pImage = [UIImage imageNamed:pTextureNameString];

GLubyte* pImageData = (GLubyte*)malloc(pImage.size.width * pImage.size.height * 4);
CGContextRef imageContext = CGBitmapContextCreate(pImageData, pImage.size.width, pImage.size.height, 8, pImage.size.width * 4, CGColorSpaceCreateDeviceRGB(), kCGImageAlphaPremultipliedLast);
CGContextDrawImage(imageContext, CGRectMake(0.0, 0.0, pImage.size.width, pImage.size.height), pImage.CGImage);
CGContextRelease(imageContext);

// Build A Texture From The Data
glGenTextures(1, &m_textureID);                                 // generate opengl texture id
glBindTexture(GL_TEXTURE_2D, m_textureID);          // Bind Our Texture

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Mipmap Linear Filtering

glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);


glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pImage.size.width, pImage.size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pImageData);

pImageData的内存在从UIImage抓取后已经搞砸了,第一个像素正确为红色,但下一个像素应该是透明的(如第3个像素)

red ok    bad pixel ok       bad pixel etc...
FF0000FF  05F04713  00000000 70EF7D15  302635B0 02000000 00000000

我在构建设置中关闭了png压缩,但它没有任何区别。有人有主意吗? alpha / opengl设置似乎是正确的,因为将此纹理更改为TGA或压缩到PVRTC会产生正确的图像。

1 个答案:

答案 0 :(得分:4)

啊哈,在这里找到答案:openGL ES textures from PNGs with transparency are being rendered with weird artifacts and driving me nuts!

添加以下行可解决问题:

CGContextRef imageContext = CGBitmapContextCreate(pImageData, pImage.size.width, pImage.size.height, 8, pImage.size.width * 4, CGColorSpaceCreateDeviceRGB(), kCGImageAlphaPremultipliedLast);

// Set the correct blending copy mode!
CGContextSetBlendMode(imageContext, kCGBlendModeCopy);

CGContextDrawImage(imageContext, CGRectMake(0.0, 0.0, pImage.size.width, pImage.size.height), pImage.CGImage);