无法设置深度缓冲区?

时间:2011-10-19 21:30:58

标签: iphone objective-c cocos2d-iphone

some cocos2d-iphone documentation中,我被告知要把这个

// IMPORTANT: Call this function at the very beginning, before running your 1st scene
// Create a depth buffer of 24 bits
// These means that openGL z-order will be taken into account
[[CCDirector sharedDirector] setDepthBufferFormat:kDepthBuffer16];

通过动作在我的游戏中允许一些3D效果。但是,由于某些原因,XCode无法识别setDepthBufferFormatkDepthBuffer16。有什么想法吗?

1 个答案:

答案 0 :(得分:6)

遗憾的是,cocos2d文档已部分过时。您提到的方法不再存在。相反,您必须修改初始化EAGLView的app委托方法applicationDidFinishLaunching中的行。有一个“viewWithFrame”变体,它接受了depthFormat的额外参数:

// Create an EAGLView with a RGB8 color buffer, and a depth buffer of 24-bits
EAGLView* glView = [EAGLView viewWithFrame:[window bounds]
                               pixelFormat:kCCTexture2DPixelFormat_RGBA8888
                               depthFormat:GL_DEPTH_COMPONENT16_OES
                        preserveBackbuffer:NO
                                sharegroup:nil
                             multiSampling:NO
                           numberOfSamples:0];