我打算写一个纹理图集管理器,但我遇到了一个问题。当我修改我原来的 UV 坐标时,我的程序不再渲染任何东西??这是我的绘制代码:
- (void)drawFrame {
[(EAGLView *)self.view setFramebuffer];
//GLfloat aspectRatio = self.view.bounds.size.height/self.view.bounds.size.width;
float m[16] = {2/self.view.bounds.size.width, 0, 0, 0, 0, 2/self.view.bounds.size.height, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1 };
CGSize imageSize = CGSizeMake(512, 512);
CGRect drawBounds = CGRectMake(0, 0, 106, 126);
GLfloat x = (1/imageSize.width) * drawBounds.size.width;
GLfloat y = (1/imageSize.height) * drawBounds.size.height;
static const GLfloat vertices[] = {
-53.0f, -63.0f,
53.0f, -63.0f,
-53.0f, 63.0f,
53.0f, 63.0f,
};
GLfloat texCoords[] = {
0.0, 0.0,
x, 0.0,
0.0, y,
x, y
};
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
[[TextureLibrary sharedTextureLibrary] bindTexture:@"bounce" toSlot:GL_TEXTURE0];
glUniform1f(uniforms[UNIFORM_TEXTURE], 0);
glUniformMatrix4fv(UNIFORM_MVP_MATRIX, 1, GL_FALSE, m);
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_TEXTURE_POSITION, 2, GL_FLOAT, 0, 0, texCoords);
glEnableVertexAttribArray(ATTRIB_TEXTURE_POSITION);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
[(EAGLView *)self.view presentFramebuffer];
}
但是,它可以像这样正常工作:
GLfloat texCoords[] = {
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 1.0
};
帮助?