When I draw a gradient fill with OpenGL, the output looks striped, i.e. it's rendered with only about the a fourth of the possible colors.
In the render buffer all the colors appear but not in the actual output.
I'm developing on iPhone 3G running iOS4.
Any ideas?
Peter
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GLint redBits, greenBits, blueBits;
glGetIntegerv (GL_RED_BITS, &redBits); // ==> 8
glGetIntegerv (GL_GREEN_BITS, &greenBits); // ==> 8
glGetIntegerv (GL_BLUE_BITS, &blueBits); // ==> 8
glDisable(GL_BLEND);
glDisable(GL_DITHER);
glDisable(G开发者_如何学GoL_FOG);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
const GLfloat vertices[] = {
0, 0,
320, 0,
0, 480,
320, 480,
};
const GLubyte colors[] = {
255, 255, 255, 255,
255, 255, 255, 255,
200, 200, 200, 255,
200, 200, 200, 255,
};
glVertexPointer(2, GL_FLOAT, 0, vertices);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
glEnableClientState(GL_COLOR_ARRAY);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
Got it.
I needed to specify kEAGLColorFormatRGBA8 for the CAEAGLLayer properties.
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