3

我使用这段代码:

context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];

    if (!context || ![EAGLContext setCurrentContext:context] || ![self loadShaders])
    {
        [self release];
        return nil;
    }

    glGenFramebuffers(1, &defaultFramebuffer);
    glGenRenderbuffers(1, &colorRenderbuffer);
    glGenRenderbuffers(1, &depthRenderbuffer);

    glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);

    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

但是当我运行应用程序时,我看到紫屏?这段代码有什么问题?

4

2 回答 2

6

我看不到您将颜色渲染缓冲区绑定到要在其上显示的 CAEAGLLayer 的位置(尽管以后可能会发生),而且我看不到您启用深度测试。另外,如果我没记错的话,您需要绑定颜色渲染缓冲区,调用glFramebufferRenderbuffer()它,然后绑定深度渲染缓冲区并再次调用它。

以下是我用来在 OpenGL ES 2.0 上设置类似显示的代码:

glEnable(GL_DEPTH_TEST);

glGenFramebuffers(1, &viewFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);

glGenRenderbuffers(1, &viewRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);

[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer*)self.layer];

glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);

glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, viewRenderbuffer);

glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, backingWidth, backingHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);

if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) 
{
    NSLog(@"Failure with framebuffer generation");
    return NO;
}

此应用程序的完整代码可在此处获得。

于 2010-12-07T15:28:02.713 回答
1

我知道这有多大了,但我做了完全相同的事情,结果完全相同,所以我想我会做出贡献。在我的项目中发生的事情是,在设置渲染缓冲区时,我在自动完成时按回车键太快,导致:

glGenBuffers(1, &_colorRenderBuffer);

而不是这个:

glGenRenderbuffers(1, &_colorRenderBuffer);

最终结果:紫屏。

于 2012-10-16T19:52:46.540 回答