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OpenGL ES; rendering texture created from CGBitmapContext

开发者 https://www.devze.com 2022-12-28 00:11 出处:网络
I am executing the following, which I have derived from a few different tutorials (Just a single render pass, initialisation code not shown but works fine for untextured primitives):

I am executing the following, which I have derived from a few different tutorials (Just a single render pass, initialisation code not shown but works fine for untextured primitives):

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(0, xSize, 0, ySize, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);

glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_ONE, GL_SRC_COLOR);

GLuint texture[1];
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

int width = 50;
int height = 50;
void* textureData = malloc(width * height * 4);
CGColorSpaceRef cSp = CGColorSpaceCreateDeviceRGB();
CGContextRef ct = CGBitmapContextCreate(textureData, width, height, 8, width*4, cSp, kCGImageAlphaPremultipliedLast | kCGBitmapByte开发者_Go百科Order32Big);

CGContextSetRGBFillColor(ct, 0, 1, 0, 1);
CGContextFillRect(ct, CGRectMake(0, 0, 50, 50));
CGContextRelease(ct);

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);

float verts[] = {
0.0f, 0.0f, 0.0f,
50.0f, 0.0f, 0.0f,
0.0f, 50.0f, 0.0f,
50.0f, 50.0f, 0.0f
};

float texCords[] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f
};

 glVertexPointer(3, GL_FLOAT, 0, verts);
 glTexCoordPointer(2, GL_FLOAT, 0, texCords);
 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

 glDisable(GL_TEXTURE_2D);

The result is a white square. Not the green one as intended. Can anyone spot the error(s) in my code which result in its' failure to render?

I hope to get this working then move it on to text rendering.


The problem is that width and height are not powers of two. There are two solutions:

  • Use the texture rectangle extension. Set the texture target to GL_TEXTURE_RECTANGLE_ARB instead of GL_TEXTURE_2D. You will have to enable this extension before using it. Note that rectangle textures do not support mipmaps.
  • Use powers of two for texture dimensions.
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