我正在使用Apple的GLKit手开始OpenGL我遇到了一些麻烦让我的精灵正确显示。问题在于它们都被细细的黑线包围着。下面的屏幕截图显示了两个带有png图像纹理的矩形,包含透明度(显然)。
围绕它们的黑色阴影绝对不是pngS的一部分。绿色png在没有抗锯齿的情况下完成,蓝色png具有抗锯齿边框。如果我只绘制一个精灵,黑色边框也很明显。
代码的相关部分(希望如此......)是:
//render the scene
-(void)render
{
glClearColor(69./255., 115./255., 213./255., 1.);
glClear(GL_COLOR_BUFFER_BIT);
[shapes enumerateObjectsUsingBlock:^(AAAShape *shape, NSUInteger idx, BOOL *stop)
{
[shape renderInScene:self];
}];
}
//creating and storing the effect inside shape class
-(GLKBaseEffect *)effect
{
if(!effect)
{
effect = [[GLKBaseEffect alloc] init];
}
return effect;
}
//rendering the shape (including effect configuration)
-(void)renderInScene:(AAAScene *)scene
{
//TODO: Storing vertices in Buffer
self.effect.transform.projectionMatrix = scene.projectionMatrix;
self.effect.transform.modelviewMatrix = self.objectMatrix;
if(texture)
{
self.effect.texture2d0.enabled = GL_TRUE;
self.effect.texture2d0.envMode = GLKTextureEnvModeReplace;
self.effect.texture2d0.target = GLKTextureTarget2D;
self.effect.texture2d0.name = texture.name;
}
[self.effect prepareToDraw];
if(texture)
{
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 0, self.textureCoordinates);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 2, GL_FLOAT, GL_FALSE, 0, self.vertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, self.vertexCount);
glDisableVertexAttribArray(GLKVertexAttribPosition);
if(texture)
{
glDisableVertexAttribArray(GLKVertexAttribTexCoord0);
glDisable(GL_BLEND);
}
}
任何想法?谢谢。
答案 0 :(得分:1)
这对我有用:
glEnable( GLES20.GL_BLEND );
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
答案 1 :(得分:-3)
来吧stackoverflowers,14个小时,没有答案;-)。在gamedev上花了大约14分钟给this great answer。投票给他!