我非常肯定,经过几个小时的抨击,这是无法做到的。
到目前为止,这是我的代码(下图),用于渲染纹理;它完成了这项工作,但非常浪费。我只想要一个8位通道,可能是16位灰度。我不想要一个无用的R G和B频道。
但如果我尝试在glTexImage2D中切换GL_RGBA / * GL_ALPHA * /,glCheckFramebufferStatus会捕获'frame buffer incomplete'错误:36054 0x8CD6 GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
IRC的人建议使用GL_R,但Xcode不提供自动完成功能,所以看起来它可能是GL为GLES修剪过的东西之一但这看起来很奇怪!这是一个移动设备。当然,将执行操作所需的位数减少了四倍......这肯定是最后要采取的事情之一。
?!
任何人都可以明确地埋葬这个吗?是否可以在GLES2.0中渲染到单个通道纹理?
+ (void) blurTexture: (GLuint) in_texId
POTWidth: (GLuint) in_W
POTHeight: (GLuint) in_H
returningTexId: (GLuint*) out_pTexId
{
// search HELP: 'Using a Framebuffer Object as a Texture'
// http://stackoverflow.com/questions/3613889/gl-framebuffer-incomplete-attachment-when-trying-to-attach-texture
// Create the destination texture, and attach it to the framebuffer’s color attachment point.
// create the texture
GLuint id_texDest;
{
// fragshader will use 0
glActiveTexture( GL_TEXTURE0 );
// Ask GL to give us a texture-ID for us to use
glGenTextures( 1, & id_texDest );
glBindTexture( GL_TEXTURE_2D, id_texDest );
// actually allocate memory for this texture
GLuint pixCount = in_W * in_H;
typedef struct { uint8_t r, g, b, a } rgba;
rgba * alphas = calloc( pixCount, sizeof( rgba ) );
// XOR texture
int pix=0;
for ( int x = 0; x < in_W; x++ )
{
for ( int y = 0; y < in_H; y++ )
{
//alphas[ pix ].r = (y < 256) ? x^y : 0;
//alphas[ pix ].g = (y < 512) ? 127 : 0;
//alphas[ pix ].b = (y < 768) ? 127 : 0;
alphas[ pix ].a = (y < 512) ? x^y : 0; // half mottled, half black
pix++;
}
}
// set some params on the ACTIVE texture
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR/*_MIPMAP_LINEAR*/ );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
// WRITE/COPY from P into active texture
glTexImage2D( GL_TEXTURE_2D, 0,
GL_RGBA /*GL_ALPHA*/, in_W, in_H, 0,
GL_RGBA /*GL_ALPHA*/,
GL_UNSIGNED_BYTE,
(void *) alphas );
//glGenerateMipmap( GL_TEXTURE_2D );
free( alphas );
glLogAndFlushErrors();
}
GLuint textureFrameBuffer;
{
GLint oldFBO;
glGetIntegerv( GL_FRAMEBUFFER_BINDING, & oldFBO );
// create framebuffer
glGenFramebuffers( 1, & textureFrameBuffer );
glBindFramebuffer( GL_FRAMEBUFFER, textureFrameBuffer );
// attach renderbuffer
glFramebufferTexture2D( GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
id_texDest,
0 );
//glDisable( GL_DEPTH_TEST );
// Test the framebuffer for completeness. This test only needs to be performed when the framebuffer’s configuration changes.
GLenum status = glCheckFramebufferStatus( GL_FRAMEBUFFER ) ;
NSAssert1( status == GL_FRAMEBUFFER_COMPLETE, @"failed to make complete framebuffer object %x", status );
// 36054 0x8CD6 GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
// unbind frame buffer
glBindFramebuffer( GL_FRAMEBUFFER, oldFBO );
}
glLogAndFlushErrors();
// clear texture bitmap to backcolor
{
GLint oldFBO;
glGetIntegerv( GL_FRAMEBUFFER_BINDING, & oldFBO );
glBindFramebuffer( GL_FRAMEBUFFER, textureFrameBuffer );
glLogAndFlushErrors();
{
float j = 0.1f;
glClearColor( j, j, j, j );
glLogAndFlushErrors();
glClear( GL_COLOR_BUFFER_BIT );
glLogAndFlushErrors();
}
glBindFramebuffer( GL_FRAMEBUFFER, oldFBO );
}
glDeleteFramebuffers( 1, & textureFrameBuffer );
* out_pTexId = id_texDest;
glLogAndFlushErrors();
}
答案 0 :(得分:7)
从iOS 5.0开始,您可以使用GL_EXT_texture_rg渲染到1和2通道纹理。
http://www.khronos.org/registry/gles/extensions/EXT/EXT_texture_rg.txt
编辑:我已经测试了这个并且它可以工作,但仅适用于A5及以上版本(iPad2 / 3/4 / mini,iPhone4S / 5,iPod touch第5代)。不幸的是,在最需要的地方(iPhone4,iPod touch第4代,3GS,iPad1),它不适用于A4及更旧版本。
答案 1 :(得分:4)
不,OpenGL ES 2.0没有任何可渲染的1通道纹理格式。 GL_ALPHA和GL_LUMINANCE不可渲染,因此它们对RTT无用。