我開始使用Apple的GLKit OpenGL OpenGL我有一些麻煩,讓我的精靈正常顯示。問題在於它們全都被細細的黑線包圍着。下面的屏幕截圖顯示了帶有包含透明度的png圖像紋理的兩個矩形(顯然)。爲什麼我的精靈在紋理周圍有陰影/線條/框架?
黑色的陰影,他們周圍是絕對不會的PNG圖像的一部分。綠色PNG沒有抗鋸齒,藍色有一個反鋸齒邊界。如果我只繪製一個精靈,黑色邊框也很明顯。代碼
特相關部分(希望如此......)是:
//render the scene
-(void)render
{
glClearColor(69./255., 115./255., 213./255., 1.);
glClear(GL_COLOR_BUFFER_BIT);
[shapes enumerateObjectsUsingBlock:^(AAAShape *shape, NSUInteger idx, BOOL *stop)
{
[shape renderInScene:self];
}];
}
//creating and storing the effect inside shape class
-(GLKBaseEffect *)effect
{
if(!effect)
{
effect = [[GLKBaseEffect alloc] init];
}
return effect;
}
//rendering the shape (including effect configuration)
-(void)renderInScene:(AAAScene *)scene
{
//TODO: Storing vertices in Buffer
self.effect.transform.projectionMatrix = scene.projectionMatrix;
self.effect.transform.modelviewMatrix = self.objectMatrix;
if(texture)
{
self.effect.texture2d0.enabled = GL_TRUE;
self.effect.texture2d0.envMode = GLKTextureEnvModeReplace;
self.effect.texture2d0.target = GLKTextureTarget2D;
self.effect.texture2d0.name = texture.name;
}
[self.effect prepareToDraw];
if(texture)
{
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 0, self.textureCoordinates);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 2, GL_FLOAT, GL_FALSE, 0, self.vertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, self.vertexCount);
glDisableVertexAttribArray(GLKVertexAttribPosition);
if(texture)
{
glDisableVertexAttribArray(GLKVertexAttribTexCoord0);
glDisable(GL_BLEND);
}
}
任何想法嗎?謝謝。
這是什麼回答了gamedev(見下文) – 2013-12-31 15:02:57