我需要尽快处理OpenGL应用程序(迷宫风格)。我目前的问题如下:
我想这样做:
我在互联网上搜索过,到目前为止,我还没有发现这个问题。我能读到关于如何解决这个问题的任何地方吗?
非常感谢。
答案 0 :(得分:2)
您可以将叠加层渲染到纹理,然后在屏幕上的任意位置渲染它。查看gl * FrameBuffer函数。它可能看起来像这样:
// Create a texture to render to
glGenTextures(1, &overlay_tex);
glBindTexture(GL_TEXTURE_2D, overlay_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// NULL means reserve texture memory
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glGenFramebuffers(1, &fb);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
// Attach the texture to the framebuffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, overlay_tex, 0);
glGenRenderbuffers(1, &depth_rb);
glBindRenderbuffer(GL_RENDERBUFFER, depth_rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_rb);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
// Render your overlay here
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Render to the backbuffer again