Java OpenGL ES 2.0对帧缓冲区创建的操作无效
我尝试渲染到纹理,然后将纹理绘制到正方形中。在创建帧缓冲区时,在调用glFramebufferRenderbuffer和glFramebufferTexture2D之后,我得到了无效的操作。以下是创建帧缓冲区的函数:Java OpenGL ES 2.0对帧缓冲区创建的操作无效,java,android,opengl-es-2.0,Java,Android,Opengl Es 2.0,我尝试渲染到纹理,然后将纹理绘制到正方形中。在创建帧缓冲区时,在调用glFramebufferRenderbuffer和glFramebufferTexture2D之后,我得到了无效的操作。以下是创建帧缓冲区的函数: private void createFrameBuffer() { final int[] texture = new int[1]; frameTextureID = texture[0]; GLES20.glGenTextures(1,texture,
private void createFrameBuffer()
{
final int[] texture = new int[1];
frameTextureID = texture[0];
GLES20.glGenTextures(1,texture,0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, frameTextureID);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
final int[] depthBuffer = new int[1];
GLES20.glGenRenderbuffers(1, depthBuffer, 0);
renderBufferID = depthBuffer[0];
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, depthBuffer[0]);
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.GL_DEPTH_COMPONENT16, width, height);
final int[] frameBuffer = new int[1];
GLES20.glGenFramebuffers(1,frameBuffer,0);
frameBufferID = frameBuffer[0];
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER,frameBufferID);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, frameTextureID, 0);
error("glFramebufferTexture2D");
GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER, GLES20.GL_DEPTH_ATTACHMENT , GLES20.GL_RENDERBUFFER, renderBufferID);
error("glFramebufferRenderbuffer");
frameBufferComplete("createFrameBuffer");
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER,0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
}
我不明白这有什么不对
ps:当我在函数末尾检查时,帧缓冲区已完成。前几条语句的顺序错误:
final int[] texture = new int[1];
frameTextureID = texture[0];
GLES20.glGenTextures(1,texture,0);
在由glGenTextures设置纹理[0]之前,先获得该纹理的值。因此frameTextureID将始终为0
相反,这应该是:
final int[] texture = new int[1];
GLES20.glGenTextures(1,texture,0);
frameTextureID = texture[0];
还请注意,带有8位组件的RGBA8 RGBA不能保证在ES 2.0中是可渲染格式。这是您使用GL_RGBA和GL_UNSIGNED_BYTE组合的纹理。许多实现都支持使用。但是,如果您想完全确保您的代码在所有设备上都有效,则需要使用受支持的格式之一,如RGB565:
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0,
GLES20.GL_RGBA, GLES20.GL_UNSIGNED_SHORT_5_6_5, null);