我正在尝试在iPhone上的OpenGL ES中创建一个屏幕外渲染缓冲区。我已经创建了这样的缓冲区:
glGenFramebuffersOES(1, &offscreenFramebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, offscreenFramebuffer);
glGenRenderbuffersOES(1, &offscreenRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, offscreenRenderbuffer);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, offscreenRenderbuffer);
但我对如何渲染存储感到困惑。 Apple的文档说使用EAGLContext renderBufferStorage:fromDrawable:方法,但这似乎只适用于一个渲染缓冲区(显示的主渲染缓冲区)。如果我使用普通的OpenGL函数glRenderBufferStorageOES,那么我似乎无法让它显示出来。这是代码:
// this is in the initialization section:
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_RGB8_OES, backingWidth, backingHeight);
// and this is when I'm trying to draw to it and display it:
glBindFramebufferOES(GL_FRAMEBUFFER_OES, offscreenFramebuffer);
GLfloat vc[] = {
0.0f, 0.0f, 0.0f,
10.0f, 10.0f, 10.0f,
0.0f, 0.0f, 0.0f,
-10.0f, -10.0f, -10.0f,
};
glLoadIdentity();
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vc);
glDrawArrays(GL_LINES, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, offscreenRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
这样做,屏幕上不显示任何内容。但是,如果我将对“offscreen ... Buffer”的引用切换到使用renderBufferStorage方法创建的缓冲区,则它可以正常工作。
有什么建议吗?
答案 0 :(得分:3)
由于您无法将presentRenderbuffer
与屏幕外FBO一起使用,因此您应该使用glFramebufferTexture2DOES
将其与纹理对象相关联,然后渲染纹理化的全屏四边形。
答案 1 :(得分:2)
@david好主意..你需要做的是@prideout所说的..创建一个纹理并渲染它...并且每次都使用四边形纹理。确保你只绘制一次纹理,就像你的情况一样持久。
- (void)setUpTextureBuffer
{
glGenFramebuffersOES(1, &texturebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, texturebuffer);
// create the texture
glGenTextures(1, &canvastexture);
glBindTexture(GL_TEXTURE_2D, canvastexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, canvastexture, 0);
GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
if(status != GL_FRAMEBUFFER_COMPLETE_OES) {
NSLog(@"failed to make complete framebuffer object %x", status);
}
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glClearColor(1.0, 1.0, 1.0, 1.0);
glViewport(0, 0, 512, 512);
glClear(GL_COLOR_BUFFER_BIT);
}
//setTargetToTexture() function
glBindFramebufferOES(GL_FRAMEBUFFER_OES, tbuffer);
glBindTexture(GL_TEXTURE_2D, allbrushes);
glViewport(0, 0, 512, 512);
//reset pointers after finishing drawing to textures
glViewport(0, 0, BWIDTH, BHEIGHT);
glVertexPointer(2, GL_FLOAT, 0, canvas); //canvas vertices
glTexCoordPointer(2, GL_FLOAT, 0, texels);
glBindTexture(GL_TEXTURE_2D, boundtexture); //bind to the texture which is the special render target
glBindFramebufferOES(GL_FRAMEBUFFER_OES, fbuffer); //back to normal framebuffer
答案 2 :(得分:1)
您无法呈现正常的渲染缓冲区(使用glRenderbufferStorage创建),它始终在屏幕外。 presentRenderbuffer:
只能用于使用renderbufferStorage:fromDrawable:
创建的渲染缓冲区。如果您检查了presentRenderbuffer:
的返回值,您应该注意到它失败了。
你想做什么?