我有一个类可以在 iOS 的屏幕上呈现带纹理的 2D 形状。如果我使用小于 1.0 的纹理坐标,则纹理会适当缩放以匹配坐标。但是,如果我使用大于 1.0 的纹理坐标,则纹理会正确缩放,但不会像我预期的那样重复。相反,它只绘制一次纹理并在形状的其余部分重复边缘像素(我希望这是有道理的:/)
有没有办法使用 GLKit 在 OpenGL ES 2.0 中打开重复纹理?
渲染函数为:
-(void)render
{
// If we have a texture set, setup the Texture Environment Mode
if (texture != nil) {
self.effect.texture2d0.envMode = GLKTextureEnvModeReplace;
self.effect.texture2d0.target = GLKTextureTarget2D;
self.effect.texture2d0.name = texture.name;
}
// Perform any Transformations on the Sprite
GLKMatrix4 modelViewMatrix = GLKMatrix4Multiply(
GLKMatrix4MakeTranslation(self.position.x, self.position.y, 0.0f),
GLKMatrix4MakeRotation(GLKMathDegreesToRadians(self.rotation), 0, 0, 1)
);
self.effect.transform.modelviewMatrix = modelViewMatrix;
// Prepare to Draw
[self.effect prepareToDraw];
// Setup the Vertices
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 2, GL_FLOAT, GL_FALSE, 0, self.vertices);
// Setup the Texture Coordinates
if (texture != nil) {
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 0, self.texCoords);
}
// Enable Alpha Blending for Transparent PNGs
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
// Draw the Triangle Strip from the Vertex Array
glDrawArrays(GL_TRIANGLE_STRIP, 0, self.numVertices);
// Disable Alpha Blending
glDisable(GL_BLEND);
// Disable Texture Environment
if (texture != nil) {
glDisableVertexAttribArray(GLKVertexAttribTexCoord0);
}
glDisableVertexAttribArray(GLKVertexAttribPosition);
}