Opengl es OpenglES alpha纹理深度
缺陷图像改变深度-z, crown的透明区域现在工作正常 我如何才能正确地看到bug的背后?您需要:Opengl es OpenglES alpha纹理深度,opengl-es,Opengl Es,缺陷图像改变深度-z, crown的透明区域现在工作正常 我如何才能正确地看到bug的背后?您需要: 对精灵进行排序,使其在不进行深度测试的情况下从后向前渲染,并仅依靠混合来提供透明度 向片段着色器添加alpha测试,以删除透明的片段(例如,如果(alpha
谢谢你的第二个答案很有效。首先是我想避免它
glClear( GL_COLOR_BUFFER_BIT |GL_DEPTH_BUFFER_BIT );
glUseProgram(_program);
GLKVector2 poz= { 0, 0};
if (_Sprite2)
{
float aspect = ( GLfloat ) _screenWidth/ ( GLfloat ) _screenHeight;
[self esMatrixLoadIdentity : &perspective];
[self esPerspective:&perspective pos_fovy:60.0f pos_aspect:aspect pos_nearZ:1.0f pos_farZ:30.0f];
[self esMatrixLoadIdentity : &modelview];
[self esTranslate : &modelview trans_x:0.0f trans_y:-0.5f trans_z:-5 ];
[self esRotate : &modelview gl_angle:0.0f _x:1.0 _y:0.0 _z:1.0];
[self esMatrixMultiply :&mvpMatrix src_A:&modelview src_B:&perspective];
glUniformMatrix4fv ( mvpLoc, 1, GL_FALSE, (GLfloat*) &mvpMatrix.m[0][0] );
[_Sprite2 update : poz];
[_Sprite2 draw];
}/// crown
if(_sprite)//bug
{
float aspect = ( GLfloat ) _screenWidth/ ( GLfloat ) _screenHeight;
[self esMatrixLoadIdentity : &perspective];
[self esPerspective:&perspective pos_fovy:60.0f pos_aspect:aspect pos_nearZ:1.0f pos_farZ:30.0f];
[self esMatrixLoadIdentity : &modelview];
[self esTranslate : &modelview trans_x:0.0f trans_y:0.0f trans_z:_zPoz + _zPoz_2];
[self esRotate : &modelview gl_angle:0.0f _x:1.0 _y:0.0 _z:1.0];
[self esMatrixMultiply :&mvpMatrix src_A:&modelview src_B:&perspective];
glUniformMatrix4fv ( mvpLoc, 1, GL_FALSE, (GLfloat*) &mvpMatrix.m[0][0] );
[_sprite update : poz];
[_sprite draw];
}