Ios 渲染到纹理:始终为黑色纹理
我正在尝试渲染一个纹理,然后使用该纹理,但由于某些原因,它不起作用 正如苹果所描述的 首先,我将用于渲染的fbo分配给纹理Ios 渲染到纹理:始终为黑色纹理,ios,opengl-es,Ios,Opengl Es,我正在尝试渲染一个纹理,然后使用该纹理,但由于某些原因,它不起作用 正如苹果所描述的 首先,我将用于渲染的fbo分配给纹理 glGenFramebuffers(1, &read_framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, read_framebuffer); 然后我创建纹理并将其附加到fbo glActiveTexture(GL_TEXTURE0); glGenTextures(1, &texture); glBindText
glGenFramebuffers(1, &read_framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, read_framebuffer);
然后我创建纹理并将其附加到fbo
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8_OES, 64, 64, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
texture, 0);
然后为绘图创建fbo
glGenFramebuffers(1, &draw_framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, draw_framebuffer);
glGenRenderbuffers(1, &_colorRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderBuffer);
[_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:_eaglLayer];
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorRenderBuffer);
稍后在渲染循环部分中
glBindFramebuffer(GL_FRAMEBUFFER, read_framebuffer);
(...off-screen drawing the scene here...)
glBindFramebuffer(GL_FRAMEBUFFER, draw_framebuffer);
绑定应该包含我的屏幕外渲染图像的纹理
glBindTexture(GL_TEXTURE_2D, texture);
(..draw the scene with texture applied here...)
但是,由于某些原因,纹理始终为黑色。。这里有我遗漏的东西吗?
glTexImage2D
swapGL\u RGBA8\u OES
中的GL\u RGBA
。我可以看到您从apple文档中获取了这些参数。。(无评论…)不管怎样,关于您的问题的评论,正如@prideout指出的,您应该始终检查帧缓冲区状态。在您的情况下,在调用glFramebufferTexture2D
之后,它立即返回GL\u FRAMEBUFFER\u complete\u ATTACHMENT
,glCheckFramebufferStatus(GL\u FRAMEBUFFER)
返回的值是多少?