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我遇到了使用GLKit設置PNG圖像的問題。GLKit&添加色彩到紋理
我有我加載到應用程序,然後用它來創建一個紋理白色PNG圖像:
UIImage *image = [ UIImage imageNamed:@"brushImage" ];
NSError *error = nil;
texture_m = [[ GLKTextureLoader textureWithCGImage:image.CGImage options:nil error:&error] retain ];
if (error) {
NSLog(@"Error loading texture from image: %@",error);
}
紋理沒有任何錯誤。
但是當我要渲染混合紋理激活的顏色似乎被忽略,我得到一個白色圖像。當我在OpenGL1中做這件事時,我沒有任何問題,圖像將拾取在glColor4f()
中定義的顏色。這裏是我的渲染代碼:
-(void)render{
if (texture_m != nil) {
effect_m.texture2d0.enabled = GL_TRUE;
effect_m.texture2d0.envMode = GLKTextureEnvModeReplace;
effect_m.texture2d0.target = GLKTextureTarget2D;
effect_m.texture2d0.name = texture_m.name;
}
[effect_m prepareToDraw];
glClear(GL_COLOR_BUFFER_BIT);
GLfloat squareVertices[] = {
50, 50,
150, 50,
50, 150,
150, 150
};
GLfloat squareTexture[] = {
0, 0,
1, 0,
0, 1,
1, 1
};
glColor4f(1, 0, 0, 1);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glEnableVertexAttribArray(GLKVertexAttribTexCoord0);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glVertexAttribPointer(GLKVertexAttribPosition, 2, GL_FLOAT, GL_FALSE, 0, squareVertices);
glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 0, squareTexture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_BLEND);
glDisableVertexAttribArray(GLKVertexAttribPosition);
glDisableVertexAttribArray(GLKVertexAttribTexCoord0);
}
任何人可以幫助解決這個問題 感謝
禮