在iOS上,我总是假设不可以通过NSOperation子类在单独的线程上创建OpenGL纹理 - glTexImage2D。有人可以确认/否认。
由于纹理创建可能会挂起GUI - 糟糕! - 有没有人想出一个他们满意的解决方法?
谢谢,
道格
答案 0 :(得分:2)
是的,请查看cocos2d for iPhone中的CCTextureCache.m。
cocos2d-iphone / cocos2d / CCTextureCache.m
NSAutoreleasePool *autoreleasepool = [[NSAutoreleasePool alloc] init];
// textures will be created on the main OpenGL context
// it seems that in SDK 2.2.x there can't be 2 threads creating textures at the same time
// the lock is used for this purpose: issue #472
[contextLock_ lock];
if( auxGLcontext == nil ) {
auxGLcontext = [[EAGLContext alloc]
initWithAPI:kEAGLRenderingAPIOpenGLES1
sharegroup:[[[[CCDirector sharedDirector] openGLView] context] sharegroup]];
if( ! auxGLcontext )
CCLOG(@"cocos2d: TextureCache: Could not create EAGL context");
}
if( [EAGLContext setCurrentContext:auxGLcontext] ) {
// load / create the texture
CCTexture2D *tex = [self addImage:async.data];
/* This method calls glTexImage2D. */
// The callback will be executed on the main thread
[async.target performSelectorOnMainThread:async.selector withObject:tex waitUntilDone:NO];
[EAGLContext setCurrentContext:nil];
} else {
CCLOG(@"cocos2d: TetureCache: EAGLContext error");
}
[contextLock_ unlock];
[autoreleasepool release];