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我正在编写一个包含一组小散点图(称为ProjectionAxes)的应用程序。而不是在获取新数据时重新渲染整个绘图,我创建了一个纹理并渲染到该纹理,然后将纹理渲染到四边形。每个绘图都是一个对象,并且有自己的纹理、渲染缓冲区对象和帧缓冲区对象。

这在 Linux 下运行良好,但在 OSX 下却不行。当我在 Linux 上运行程序时,每个对象都会创建自己的纹理、FBO 和 RBO,并且一切都渲染得很好。但是,当我在 OSX 上运行相同的代码时,对象不会生成单独的 FBO,但似乎都使用相同的 FBO。

在我的测试程序中,我创建了两个ProjectionAxes. 在第一次调用plot()轴时检测到尚未创建纹理,然后生成它们。在这个生成过程中,我显示了 textureId、RBOid 和 FBOid 的整数值。当我运行我的代码时,这是我在 Linux 下运行程序时得到的输出:

ProjectionAxes::plot() --> Texture is invalid regenerating it!
Creating a new texture, textureId:1
Creating a new frame buffer object fboID:1 rboID:1
ProjectionAxes::plot() --> Texture is invalid regenerating it!
Creating a new texture, textureId:2
Creating a new frame buffer object fboID:2 rboID:2

对于 OSX:

ProjectionAxes::plot() --> Texture is invalid regenerating it!
Creating a new texture, textureId:1
Creating a new frame buffer object fboID:1 rboID:1
ProjectionAxes::plot() --> Texture is invalid regenerating it!
Creating a new texture, textureId:2
Creating a new frame buffer object fboID:1 rboID:2

请注意,在 linux 下,两个 FBO 具有不同的 ID,而在 OSX 下则没有。我需要做什么来向 OSX 表明我希望每个对象都使用自己的 FBO?

这是我用来创建我的 FBO 的代码:

void ProjectionAxes::createFBO(){
    std::cout<<"Creating a new frame buffer object";//<<std::endl;

    glDeleteFramebuffers(1, &fboId);
    glDeleteRenderbuffers(1, &rboId);

    // Generate and Bind the frame buffer
    glGenFramebuffersEXT(1, &fboId);
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboId);

    // Generate and bind the new Render Buffer
    glGenRenderbuffersEXT(1, &rboId);
    glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rboId);

    std::cout<<" fboID:"<<fboId<<" rboID:"<<rboId<<std::endl;

    glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, texWidth, texHeight);
    glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);

    // Attach the texture to the framebuffer
    glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, textureId, 0);
    glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rboId);

    // If the FrameBuffer wasn't created then we have a bigger problem. Abort the program.
    if(!checkFramebufferStatus()){
        std::cout<<"FrameBufferObject not created! Are you running the newest version of OpenGL?"<<std::endl;
        std::cout<<"FrameBufferObjects are REQUIRED! Quitting!"<<std::endl;
        exit(1);
    }
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glClear(GL_COLOR_BUFFER_BIT);

    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}

这是我用来创建纹理的代码:

void ProjectionAxes::createTexture(){

    texWidth = BaseUIElement::width;
    texHeight = BaseUIElement::height;

    std::cout<<"Creating a new texture,";
    // Delete the old texture
    glDeleteTextures(1, &textureId);
    // Generate a new texture 
    glGenTextures(1, &textureId);
    std::cout<<" textureId:"<<textureId<<std::endl;
    // Bind the texture, and set the appropriate parameters
    glBindTexture(GL_TEXTURE_2D, textureId);
    glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
    glGenerateMipmap(GL_TEXTURE_2D);
    // generate a new FrameBufferObject
    createFBO();

    // the texture should now be valid, set the flag appropriately
    isTextureValid = true;

}
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1 回答 1

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尝试暂时注释掉glDelete*函数调用。你可能对手柄做了一些奇怪的事情。

于 2012-04-10T14:37:22.187 回答