Apple suggests using the GLubyte data type for col开发者_如何学JAVAor data on iOS, so I am trying to get this to work. The result I get is that all color components <255 are completely black, and only components of colors set to 255 really are that color.
What I am doing: -Save the color of a single object in my own Color class in GLubytes (range 0-255) -Pass the colors to the shader in a vertex attribute array with type GLubyte (still range 0-255) -In the fragment shader, use the color directly or divide components by 255, both do not work.
EDIT: this does work, the problem was somewhere else in my code.
Where does Apple recommend using GLubyte
for vertex attributes? I think you have misinterpreted that hint. What you actually want to do is store those values in a 256x1 grayscale (GL_LUMINANCE
) texture and pass it as a uniform to the shader. This would be indeed faster than using arrays.
This does just work fine, the problem was somewhere else in my code.
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