我正在编写一个在iOS上使用OpenGL ES 1.1中的点精灵的粒子系统。一切都很好,直到我尝试纹理点精灵...当我渲染时,每个精灵都被我正在加载的纹理的左上角像素着色(而不是显示图像)。我尝试过不同的图像和不同的尺寸,总能得到相同的结果。
设置代码(取自GLPaint示例):
CGImageRef brushImage;
CGContextRef brushContext;
size_t width, height;
GLubyte *brushData;
brushImage = [UIImage imageNamed:@"Particle.png"].CGImage;
width = CGImageGetWidth(brushImage);
height = CGImageGetHeight(brushImage);
if(brushImage) {
brushData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte));
brushContext = CGBitmapContextCreate(brushData, width, width, 8, width * 4, CGImageGetColorSpace(brushImage), kCGImageAlphaPremultipliedLast);
CGContextDrawImage(brushContext, CGRectMake(0, 0.0, (CGFloat)width, (CGFloat)height), brushImage);
CGContextRelease(brushContext);
glGenTextures(1, &brushTexture);
glBindTexture(GL_TEXTURE_2D, brushTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, brushData);
free(brushData);
}
和渲染代码:
glLoadIdentity();
glEnable(GL_BLEND);
glTranslatef(0.0f,0.0f,0.0f);
glClearColor(0.0, 0.0, 0.0, 1.0f);
glClear(GL_COLOR_BUFFER_BIT );
glEnableClientState(GL_POINT_SPRITE_OES);
glEnableClientState(GL_POINT_SIZE_ARRAY_OES);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, brushTexture);
glTexEnvf(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
// took this out as incorrect call glEnableClientState(GL_POINT_SMOOTH);
glVertexPointer(2, GL_FLOAT, sizeof(ColoredVertexData2D), &vertexData[0].vertex);
glColorPointer(4, GL_FLOAT, sizeof(ColoredVertexData2D), &vertexData[0].color);
glPointSizePointerOES(GL_FLOAT,sizeof(ColoredVertexData2D),&vertexData[0].size)
glDrawArrays(GL_POINTS, 0,1000);
当纹理点精灵时,你是否必须指定纹理坐标,如果是,如何指定?
答案 0 :(得分:2)
不需要指定坐标,但是您必须进行正确的调用以启用点精灵:
glEnable(GL_POINT_SPRITE_OES)代替glEnableClientState(GL_POINT_SPRITE_OES)就可以了。
将会对差异产生影响。