我正在尝试渲染纹理(真的认为它会比这更容易!)
我找到了这个资源:这似乎正是我想要的
但是,在 GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl; 上,我得到了 ClassCastException
谁能告诉我为什么?
public void renderToTexture(GLRenderer glRenderer, GL10 gl)
{
boolean checkIfContextSupportsExtension = checkIfContextSupportsExtension(gl, "GL_OES_framebuffer_object");
if(checkIfContextSupportsExtension)
{
GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl;
int mFrameBuffer = createFrameBuffer(gl,texture.getWidth(), texture.getHeight(), texture.getGLID());
gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, mFrameBuffer);
gl.glClearColor(0f, 1f, 0f, 1f);
gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, 0);
}
}
通过删除修复的问题 setDebugFlags(GLSurfaceView.DEBUG_LOG_GL_CALLS);
但是,它仍然没有修改纹理。我修改了代码,所以它所做的只是清除绿色,所以纹理应该变成全绿色。这是 createFrameBuffer 方法。我真的不明白这里发生的一切:/
private int createFrameBuffer(GL10 gl, int width, int height, int targetTextureId) {
GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl;
int framebuffer;
int[] framebuffers = new int[1];
gl11ep.glGenFramebuffersOES(1, framebuffers, 0);
framebuffer = framebuffers[0];
gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, framebuffer);
int depthbuffer;
int[] renderbuffers = new int[1];
gl11ep.glGenRenderbuffersOES(1, renderbuffers, 0);
depthbuffer = renderbuffers[0];
gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthbuffer);
gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES,
GL11ExtensionPack.GL_DEPTH_COMPONENT16, width, height);
gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES,
GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES,
GL11ExtensionPack.GL_RENDERBUFFER_OES, depthbuffer);
gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES,
GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D,
targetTextureId, 0);
int status = gl11ep.glCheckFramebufferStatusOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES);
if (status != GL11ExtensionPack.GL_FRAMEBUFFER_COMPLETE_OES) {
//throw new RuntimeException("Framebuffer is not complete: " +
// Integer.toHexString(status));
Log.v("error","Frame buffer not complete");
} else {
gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, 0);
return -1;
}
return framebuffer;
}