我正在从 NSImage(可可桌面)创建 2D openGL 纹理。我从互联网上获取了一些代码,它似乎可以工作。
但是,我开始在这里和那里插入对 glGetError() 的调用以跟踪其他渲染错误,因此我跟踪到上述调用的 GL_INVALID_ENUM 错误。根据 glTexParameteri 上的文档, GL_TEXTURE_2D 和 GL_TEXTURE_BORDER 似乎都是有效参数......?
任何线索?
这是代码:
- (void) createOpenGLTexture
{
[_openGLContext makeCurrentContext];
if (_textureID != 0) {
glDeleteTextures(1, &_textureID);
_textureID = 0;
}
NSSize imageSize = [_originalImage size];
// .............................................................
// Flip Image Vertically
NSImage* image = [[NSImage alloc] initWithSize:imageSize];
NSRect rect = NSMakeRect(0, 0, imageSize.width, imageSize.height);
[image lockFocus];
NSAffineTransform* transform = [NSAffineTransform transform];
[transform translateXBy:0 yBy:rect.size.height];
[transform scaleXBy:+1.0 yBy:-1.0];
[transform concat];
[_originalImage drawAtPoint:NSZeroPoint
fromRect:rect
operation:NSCompositeCopy
fraction:1];
[image unlockFocus];
// Then we grab the raw bitmap data from the NSBitmapImageRep that is
// the ‘source’ of an NSImage
NSBitmapImageRep* bitmap = [[NSBitmapImageRep alloc] initWithData:[image TIFFRepresentation]];
[image release];
GLenum imageFormat = GL_RGBA;
imageSize = [bitmap size]; // Needed?
long sourceRowBytes = [bitmap bytesPerRow];
// This SHOULD be enough but nope
GLubyte* sourcePic = (GLubyte*) [bitmap bitmapData];
// We have to copy that raw data one row at a time….yay
GLubyte* pic = malloc( imageSize.height * sourceRowBytes );
GLuint i;
GLuint intHeight = (GLuint) (imageSize.height);
for (i = 0; i < imageSize.height; i++) {
memcpy(pic + (i * sourceRowBytes),
sourcePic + (( intHeight - i - 1 )*sourceRowBytes),
sourceRowBytes);
}
[bitmap release];
sourcePic = pic;
// .........................................................................
// Create the texture proper
glEnable(GL_TEXTURE_2D);
checkOpenGLError();
glEnable(GL_COLOR_MATERIAL);
checkOpenGLError();
glGenTextures (1, &_textureID);
checkOpenGLError();
glBindTexture (GL_TEXTURE_2D, _textureID);
checkOpenGLError();
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
checkOpenGLError();
// Here we set the basic properties such as how it looks when resized and if it's bordered
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BORDER, 0);
checkOpenGLError();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
checkOpenGLError();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkOpenGLError();
// Not really necessary all the time but we can also define if it can be tiled (repeating)
// Here GL_TEXTURE_WRAP_S = horizontal and GL_TEXTURE_WRAP_T = vertical
// This defaults to GL_REPEAT so we're going to prevent that by using GL_CLAMP
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
checkOpenGLError();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
checkOpenGLError();
// And.....CREATE
glTexImage2D(GL_TEXTURE_2D,
0,
imageFormat,
rect.size.width,
rect.size.height,
0,
imageFormat,
GL_UNSIGNED_BYTE,
sourcePic);
checkOpenGLError();
glDisable(GL_TEXTURE_2D);
checkOpenGLError();
glDisable(GL_COLOR_MATERIAL);
checkOpenGLError();
}