为什么我的OpenGL ES纹理无法正确渲染?

时间:2011-06-04 21:01:22

标签: opengl-es render

我正在使用OpenGL作为我想要制作的应用程序。我一直在学习本书“Beggining iPhone Games Development”。

我遇到的问题是,如果我的网格类的子类的texturesQuad似乎没有正确呈现。 (虽然它在模拟器中有效。)四边形渲染为我在texturesQuad类中设置的纯色,并且似乎不渲染纹理。

这是一个名为MenuOptionObject.m的类,它是我尝试渲染的实际对象,我觉得它与示例中使用的spaceShip.m文件类似。该文件确实有效,所以当我使用几乎相同的'引擎'时,我不明白为什么这样做。

我有一种感觉,我错过了一些blatent。我工作的例子奏效了。我还有一个名为texturedButton的类,它可以工作并且还使用了texturesQuad。

继承mesh.m代码:

 #import "Mesh.h"
#import "MaterialController.h"
#import "TexturedQuad.h"


@implementation Mesh

@synthesize vertexCount,vertexSize,colorSize,renderStyle,vertexes,colors;

- (id)initWithVertexes:(CGFloat*)verts 
           vertexCount:(NSInteger)vertCount 
            vertexSize:(NSInteger)vertSize
           renderStyle:(GLenum)style;
{
    self = [super init];
    if (self != nil) 
    {
        self.vertexes = verts;
        self.vertexCount = vertCount;
        self.vertexSize = vertSize;
        self.renderStyle = style;
    }
    return self;
}

// called once every frame
-(void)render
{
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    glDisable(GL_TEXTURE_2D);
    // load arrays into the engine
    glVertexPointer(vertexSize, GL_FLOAT, 0, vertexes);
    glEnableClientState(GL_VERTEX_ARRAY);
    glColorPointer(colorSize, GL_FLOAT, 0, colors); 
    glEnableClientState(GL_COLOR_ARRAY);

    //render
    glDrawArrays(renderStyle, 0, vertexCount);  
}


+(CGRect)meshBounds:(Mesh*)mesh scale:(BBPoint)scale
{
    if (mesh == nil) return CGRectZero;
    // need to run through my vertexes and find my extremes
    if (mesh.vertexCount < 2) return CGRectZero;
    CGFloat xMin,yMin,xMax,yMax;
    xMin = xMax = mesh.vertexes[0];
    yMin = yMax = mesh.vertexes[1];
    NSInteger index;
    for (index = 0; index < mesh.vertexCount; index++) {
        NSInteger position = index * mesh.vertexSize;
        if (xMin > mesh.vertexes[position] * scale.x) xMin = mesh.vertexes[position] * scale.x;
        if (xMax < mesh.vertexes[position] * scale.x) xMax = mesh.vertexes[position] * scale.x;
        if (yMin > mesh.vertexes[position + 1] * scale.y) yMin = mesh.vertexes[position + 1] * scale.y;
        if (yMax < mesh.vertexes[position + 1] * scale.y) yMax = mesh.vertexes[position + 1] * scale.y;
    }
    CGRect meshBounds = CGRectMake(xMin, yMin, xMax - xMin, yMax - yMin);
    if (CGRectGetWidth(meshBounds) < 1.0) meshBounds.size.width = 1.0;
    if (CGRectGetHeight(meshBounds) < 1.0) meshBounds.size.height = 1.0;
    return meshBounds;
}

- (void) dealloc
{
    [super dealloc];
}



@end

下面是texturesQuad.m代码:

    #import "TexturedQuad.h"

static CGFloat TexturedQuadVertexes[8] = 
{
    -0.5,-0.5, 0.5,-0.5, 
    -0.5,0.5, 0.5,0.5
};
static CGFloat TexturedQuadColorValues[16] = 
{
    1.0,1.0,1.0,1.0, 
    1.0,1.0,1.0,1.0, 
    1.0,1.0,1.0,1.0, 
    1.0,1.0,1.0,1.0
};

@implementation TexturedQuad

@synthesize uvCoordinates,materialKey;

- (id) init
{
    self = [super initWithVertexes:TexturedQuadVertexes vertexCount:4 vertexSize:2 renderStyle:GL_TRIANGLE_STRIP];
    if (self != nil) {
        // 4 vertexes
        uvCoordinates = (CGFloat *) malloc(8 * sizeof(CGFloat));
        colors = TexturedQuadColorValues;
        colorSize = 4;
    }
    return self;
}

// called once every frame
-(void)render
{
    glVertexPointer(vertexSize, GL_FLOAT, 0, vertexes);
    glEnableClientState(GL_VERTEX_ARRAY);
    glColorPointer(colorSize, GL_FLOAT, 0, colors); 
    glEnableClientState(GL_COLOR_ARRAY);

    if (materialKey != nil) {
        [[MaterialController sharedController] bindMaterial:materialKey];

        glEnableClientState(GL_TEXTURE_COORD_ARRAY); 
        glTexCoordPointer(2, GL_FLOAT, 0, uvCoordinates);
    } 
    //render
    glDrawArrays(renderStyle, 0, vertexCount);  
}


- (void) dealloc
{
    free(uvCoordinates);
    [super dealloc];
}

@end

最后是MenuOptionObject.m:

#import "MenuOptionObject.h"
#import "MaterialController.h"
#import "MenuSceneController.h"

@implementation MenuOptionObject
@synthesize bounds, circleBouncePoint;

-(id)initWithQuad:(NSString *)quad
{
    self = [super init];
    if (self != nil)
    {
        self.mesh = [[MaterialController sharedController] quadFromAtlasKey:quad];
    }
    return self;
}

// called once when the object is first created.
-(void)awake
{   
    self.scale = BBPointMake(28.0, 28.0, 1.0);
    self.sceneController = (SceneController *)[MenuSceneController sharedController];
}

-(void)update
{
    [super update];
    //[self sideCollisionUpdates];
    //[self circleCollisionUpdates];
}


-(void)dealloc
{
    [sceneController release];
    [super dealloc];
}

@end

2 个答案:

答案 0 :(得分:3)

你还记得在渲染纹理几何体之前调用glEnable(GL_TEXTURE_2D)吗?

答案 1 :(得分:0)

答案结果证明是即使我的纹理在侧面的文件管理器中都被称为menuAtlas,而在代码中它也不会工作,因此将两者都改为mA工作。我不明白为什么,但我怀疑它涉及与缓存有关。

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