当我渲染到纹理,然后绘制相同的图像时,它似乎使一切都变暗了。要获取此图像:
http://img24.imageshack.us/img24/8061/87993367.png
我将左上角的正方形与颜色(1, 1, 1, .8)
渲染到纹理,然后渲染该纹理,加上中间的正方形(相同颜色)到另一个纹理,最后将该纹理加上右下角的正方形(相同颜色)渲染到屏幕。
如您所见,每次我渲染纹理时,一切都会变暗一些。
我的渲染到纹理代码如下所示:(我在 iPhone 上使用 OpenGL ES)
// gen framebuffer
GLuint framebuffer;
glGenFramebuffersOES(1, &framebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);
// gen texture
GLuint texture;
glGenTextures(1, &texture);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
// hook it up
glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, texture, 0);
if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES))
return false;
// set up drawing
glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);
glViewport(0, 0, Screen::Width, Screen::Height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, Screen::Width, 0, Screen::Height, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor4f(1, 1, 1, 1);
// do whatever drawing we'll do here
Draw();
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
我在这里做错了什么吗?你需要更多的代码来弄清楚吗?这里可能发生了什么?