当我尝试glTranslatef(1,-1,0);它将我的四边形的左手角推到了屏幕的中心而不是我想要做的事情,向左移动1个像素,向下移动1个像素。我很确定这是因为我的视口没有正确设置,但我不确定为什么。 pic,查看下面的设置代码和绘图代码。
setupView函数:
-(void)setupView:(GLView*)view
{
printf("setup view");
glClearColor(0,1,1, 1);
// Enable Smooth Shading, default not really needed.
glShadeModel(GL_SMOOTH);
// Depth buffer setup.
glClearDepthf(1.0f);
//enable textures.
glEnable(GL_TEXTURE_2D);
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_FASTEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CGRect rect = view.bounds;
glOrthof( 0,rect.size.width,-rect.size.height, 0, -1, 1 ) ;
glViewport(0, 0,rect.size.width,rect.size.height);
glMatrixMode(GL_PROJECTION);
// Bind the number of textures we need, in this case one.
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_GENERATE_MIPMAP,GL_TRUE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glLoadIdentity();
NSString *path = [[NSBundle mainBundle] pathForResource:@"cm2" ofType:@"jpg"];
NSData *texData = [[NSData alloc] initWithContentsOfFile:path];
UIImage *image = [[UIImage alloc] initWithData:texData];
if (image == nil)
NSLog(@"Do real error checking here");
GLuint width = CGImageGetWidth(image.CGImage);
GLuint height = CGImageGetHeight(image.CGImage);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
void *imageData = malloc( height * width * 4 );
CGContextRef context = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big );
// Flip the Y-axis
CGContextTranslateCTM (context, 0, height);
CGContextScaleCTM (context, 1.0, -1.0);
CGColorSpaceRelease( colorSpace );
CGContextClearRect( context, CGRectMake( 0, 0, width, height ) );
CGContextDrawImage( context, CGRectMake( 0, 0, width, height ), image.CGImage );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
CGContextRelease(context);
free(imageData);
[image release];
[texData release];
}
drawView函数:
- (void)drawView:(GLView*)view
{
//draw calls
glColor4f(1,1,1,1);
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
static const Vertex3D vertices[] = {
{0, 0, 1}, //TL
{ 1024.0f,0, 1}, //TR
{0, -1024.0f, 1}, //BL
{ 1024.0f, -1024.0f, 1} //BR
};
static const GLfloat texCoords[] = {
0.0, 1.0,
1.0, 1.0,
0.0, 0.0,
1.0, 0.0
};
glTranslatef(1,-1, 1);
glScalef(scale,scale,1);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
答案 0 :(得分:1)
您需要先设置视口,然后将矩阵模式设置为投影,然后调用glOrtho,如下所示:
glViewPort (0, 0, width, height);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glOrtho (0, width, 0, height, -1, 1); // Usually this is -width/2,width/2,-height/2,height/2
此外,您可能希望在此之后将矩阵模式设置为ModelView以绘制模型。