我正在iPhone上创建3D OpenGL ES视图,并且想要设置深度缓冲区,所以我可以使用它。我正在调用glEnable(GL_DEPTH_TEST)
等等,但由于我没有设置z缓冲区,它什么也没做。
我正在寻找一个等效的电话
glutInitDisplayMode(GLUT_DEPTH)
任何帮助都是最受欢迎的。谢谢!
答案 0 :(得分:7)
正如您所怀疑的那样,您没有深度缓冲区。您需要在您创建的使用CAEAGLLayer
作为其图层的任何UIView子类中将深度缓冲区附加到帧缓冲区。
假设您正在使用Apple的OpenGL ES Xcode模板,相关的UIView子类是EAGLView。其中有一个方法createFramebuffer,它负责创建帧缓冲区。最初它会说:
- (void)createFramebuffer
{
if (context && !defaultFramebuffer)
{
[EAGLContext setCurrentContext:context];
// Create default framebuffer object.
glGenFramebuffers(1, &defaultFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
// Create color render buffer and allocate backing store.
glGenRenderbuffers(1, &colorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer];
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &framebufferWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &framebufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
}
它的作用是生成并绑定帧缓冲区,然后生成并绑定颜色渲染缓冲区,为颜色缓冲区提供CAEAGLLayer附带的固有存储,抓取帧尺寸以供日后使用,并将颜色缓冲区附加到渲染缓冲区。
您还需要创建和附加深度缓冲区。哪个应该一样简单(为depthRenderbuffer添加一个合适的实例变量;直接在这里输入):
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, framebufferWidth, framebufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
它看起来像是什么 - 生成并绑定渲染缓冲区,将其存储分配为与颜色缓冲区相同尺寸的16位深度缓冲区,然后将其附加到帧缓冲区。
所以,总的来说(未经测试):
- (void)createFramebuffer
{
if (context && !defaultFramebuffer)
{
[EAGLContext setCurrentContext:context];
// Create default framebuffer object.
glGenFramebuffers(1, &defaultFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
// Create color render buffer and allocate backing store.
glGenRenderbuffers(1, &colorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer];
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &framebufferWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &framebufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
// Create depth render buffer and allocate backing store.
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, framebufferWidth, framebufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
}