使用“glTexSubImage2D”将这些数据推送到纹理并渲染纹理。请注意,尽管纹理必须是 2 的幂,因此对于您的情况,您可以制作 (2048, 1024) 但您只能更新 (1280, 720) 部分:
CGSize videoSize;
CGSize textureSize;
GLuint dimension = 1;
while (videoSize.width > dimension) {
dimension <<= 1;
}
textureSize = CGSizeMake(dimension, .0f);
dimension = 1;
while (videoSize.height > dimension) {
dimension <<= 1;
}
textureSize = CGSizeMake(textureSize.width, dimension);
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureSize.width, textureSize.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GLfloat textureCoordinates[] = {
.0f, .0f,
.0f, videoSize.height/textureSize.height,
videoSize.width/textureSize.width, .0f,
videoSize.width/textureSize.width, videoSize.height/textureSize.height
};
要更新纹理:
void *data;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, videoSize.width, videoSize.height, GL_RGBA, GL_UNSIGNED_BYTE, data);
然后画出你的纹理四边形。