我有一个 GLKView,我尝试在其中绘制几个立方体,然后从视图创建纹理并将它们映射到立方体上。但是,当我在视网膜设备上启动应用程序时,纹理大小正确,但看起来很糟糕。我试图将 GLKView 的 contentScaleFactor 设置为主屏幕的比例 - 无济于事。我还尝试将缓冲区尺寸乘以比例,这导致纹理看起来很清晰,但只有原始大小的 1/4...
事不宜迟,我可以向您展示我所做的(没有上述乘法):
GLK视图
- (void)setupGL {
UIScreen *mainScreen = [UIScreen mainScreen];
const CGFloat scale = mainScreen.scale;
self.contentScaleFactor = scale;
self.layer.contentsScale = scale;
glGenFramebuffers(1, &defaultFrameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, defaultFrameBuffer);
glGenRenderbuffers(1, &depthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, self.bounds.size.width, self.bounds.size.height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
glGenRenderbuffers(1, &colorBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, self.bounds.size.width, self.bounds.size.height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ARRAY, GL_RENDERBUFFER, colorBuffer);
glEnable(GL_DEPTH_TEST);
}
在这里我加载纹理
// make space for an RGBA image of the view
GLubyte *pixelBuffer = (GLubyte *)malloc(
4 *
cV.bounds.size.width *
cV.bounds.size.height);
// create a suitable CoreGraphics context
CGColorSpaceRef colourSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context =
CGBitmapContextCreate(pixelBuffer,
cV.bounds.size.width, cV.bounds.size.height,
8, 4*cV.bounds.size.width,
colourSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colourSpace);
// draw the view to the buffer
[cV.layer renderInContext:context];
// upload to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0,
GL_RGBA,
cV.bounds.size.width, cV.bounds.size.height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, pixelBuffer);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);