Ios GlView导致OpenGL错误

Ios GlView导致OpenGL错误,ios,cocoa-touch,opengl-es,cocos2d-iphone,Ios,Cocoa Touch,Opengl Es,Cocos2d Iphone,我是cocos2d新手。我正在用uiview和cocos2d(3.0测试版)平台进行游戏。我在自定义viewcontroller中设置了GLView。下面是我的代码 - (void)setupCocos2D { CCGLView *glView = [CCGLView viewWithFrame:self.view.bounds pixelFormat:kEAGLColorFormatRGB565 depthFormat:0];** glView.autore

我是cocos2d新手。我正在用uiview和cocos2d(3.0测试版)平台进行游戏。我在自定义viewcontroller中设置了GLView。下面是我的代码

 - (void)setupCocos2D {

        CCGLView *glView = [CCGLView viewWithFrame:self.view.bounds pixelFormat:kEAGLColorFormatRGB565 depthFormat:0];**

       glView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;

        [self.view insertSubview:glView atIndex:0];

       [[CCDirector sharedDirector] setView:glView];**

    }
它工作得很好。但当我们放上object时,请给我以下内存警告。

OpenGL error 0x0506 in -[CCSprite draw] 544
OpenGL error 0x0502 in -[CCGLView swapBuffers] 287**
我认为当我们调用
([[CCDirector sharedDirector]setView:glView])
setView方法时,它不是查找CCDirector方法,而是UIView方法。我无法访问CCDirector方法。同样的方法我也无法在AppDelegate类中调用

- (void)applicationWillTerminate:(UIApplication *)application {

    CCDirector *director = [CCDirector sharedDirector];

  //openGLView is now (setView in Latest version).It's Can't Access here.**

  [[director openGLView] removeFromSuperview];
    [director end];
}

您可以在setupCocos2D中使用以下代码

 - (void)setupCocos2D
 {
    [[CCDirector sharedDirector] end];

    UIWindow *window_ = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];


    [window_ setBackgroundColor:[UIColor whiteColor]];


    CCGLView *glView = [CCGLView viewWithFrame:[window_ bounds]
                                   pixelFormat:kEAGLColorFormatRGB565
                                   depthFormat:0
                            preserveBackbuffer:NO
                                    sharegroup:nil
                                 multiSampling:NO
                               numberOfSamples:0];

    director_ = (CCDirectorIOS*) [CCDirector sharedDirector];

    director_.wantsFullScreenLayout = YES;

    // Display FSP and SPF
    [director_ setDisplayStats:NO];

    // set FPS at 60
    [director_ setAnimationInterval:1.0/60];

    // attach the openglView to the director
    [director_ setView:glView];

    // 2D projection
    [director_ setProjection:kCCDirectorProjection2D];



    //  [director setProjection:kCCDirectorProjection3D];

    // Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices
    if( ! [director_ enableRetinaDisplay:YES] )
        CCLOG(@"Retina Display Not supported");

    // Default texture format for PNG/BMP/TIFF/JPEG/GIF images
    // It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
    // You can change this setting at any time.
    [CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];

    CCFileUtils *sharedFileUtils = [CCFileUtils sharedFileUtils];
    [sharedFileUtils setEnableFallbackSuffixes:NO];             // Default: NO. No fallback suffixes are going to be used
    [sharedFileUtils setiPhoneRetinaDisplaySuffix:@"-hd"];      // Default on iPhone RetinaDisplay is "-hd"
    [sharedFileUtils setiPadSuffix:@"-ipad"];                   // Default on iPad is "ipad"
    [sharedFileUtils setiPadRetinaDisplaySuffix:@"-ipadhd"];    // Default on iPad RetinaDisplay is "-ipadhd"

    // Assume that PVR images have premultiplied alpha
    [CCTexture2D PVRImagesHavePremultipliedAlpha:YES];


 }

这是opengl错误,不是内存警告。设置cocos2d的方法看起来根本不正确。我认为还不支持自动调整大小。你们知道director是一个viewcontroller吗?@learncos2D ya。这是opengl错误。我不需要自动浏览。所有东西都显示得很好。但当我们添加sprite对象时,会产生错误。有时性能会下降很多。我没有在设备中测试过。Thanx感谢您的重播。@LearnCos2D我的代码在2.0中运行良好,但在3.0版本中不起作用。由于3.0仍然是alpha版本,因此可能会坚持使用2.0,并且大多数肯定会包含bug。@LearnCos2D感谢您的重播。因此,我认为这一阶段我最好使用2.0而不是3.0?最新的3.0测试版也发布了,但不包含install.sh(安装文件)。我试过了。我的项目在2.0中运行良好,但在最新的cocos2d 3.0 Alpha版本中无法运行。