我几乎完成了我的应用程序。其中一个视图使用 GLKit。我只是记忆有问题。基本上发生的情况是,当显示 GLKView 时,内存消耗不断增加(通过 Instruments 看到)。在某个时刻,它显然会崩溃。我对GLKit不太了解,所以希望你能帮助我。
问题是我正在显示的 3d 箭头。如果我不画它,所有其他的东西都不会造成任何问题。这是包含箭头顶点数据的头文件:
#import <GLKit/GLKit.h>
struct arrowVertexData
{
GLKVector3 vertex;
GLKVector3 normal;
GLKVector2 texCoord;
};
typedef struct arrowVertexData arrowVertexData;
typedef arrowVertexData* vertexDataPtr;
static const arrowVertexData MeshVertexData[] = {
{/*v:*/{{-0.000004, 0.0294140, -0.0562387}}, /*n:*/{{0.000000, 1.000000, 0.000000}}, /*t:*/{{0.500000, 0.333333}}},
... etc...
这是绘制代码:
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
[self.arrowEffect prepareToDraw];
//glGenVertexArraysOES(1, &arrowVertexArray);
//glBindVertexArrayOES(arrowVertexArray);
glGenBuffers(1, &arrowVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, arrowVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(MeshVertexData), MeshVertexData, GL_STATIC_DRAW);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(arrowVertexData), 0);
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_TRUE, sizeof(arrowVertexData), (void *)offsetof(arrowVertexData, normal));
glBindVertexArrayOES(arrowVertexArray);
// Render the object with GLKit
glDrawArrays(GL_TRIANGLES, 0, sizeof(MeshVertexData) / sizeof(arrowVertexData));
//reset buffers
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
//disable atttributes
glDisableVertexAttribArray(GLKVertexAttribNormal);
glDisableVertexAttribArray(GLKVertexAttribPosition);
}
有什么建议吗?非常感谢您的帮助!