填充区域与纹理,cocos2d

时间:2014-09-23 13:50:04

标签: ios opengl-es cocos2d-iphone

我用Ray Wenderlich课程创建了动态地形,但我遇到了一些问题。我使用CCTexture2D来填充地形区域。在第一分钟它完全没问题,但经过一段时间后,质地会更顺畅,更顺畅,更顺畅。 这是代码:

纹理初始化:

    ccTexParams params = {GL_LINEAR,GL_LINEAR,GL_REPEAT,GL_CLAMP_TO_EDGE};

    [texturePattern.texture setTexParameters:&params];

    justTexture = [[CCTextureCache sharedTextureCache] addImage:@"text1.jpg"];
    [justTexture generateMipmap];
    [justTexture setTexParameters:&params];

我填充区域的方法:

- (无效)画画 {

CC_NODE_DRAW_SETUP();

//ccGLBindTexture2D(texturePattern.texture.name);
ccGLBindTexture2D(justTexture.name);
ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position | kCCVertexAttribFlag_TexCoords);

ccDrawColor4F(1.0f, 1.0f, 1.0f, 1.0f);

glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, _hillVertices);
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, _hillTexCoords);

glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)_nHillVertices);

glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, _highVertices);
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, _highTexCoords);

glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)_nHighVertices);

}

0 个答案:

没有答案