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我做了一個使用opengl管理iphone應用程序中的精靈的類。 渲染效果很好,但當精靈表很大(超過512x512px),精靈有一部分不能移動時,這個部分看起來有點顫抖(就像對每幀計算抗鋸齒一樣)。 這是正常的還是它是我的代碼中的錯誤?OpenGL精靈在渲染時會有些顫抖
下面是代碼:
//set bounds of the cell
int t_x1 = position.x;
int t_y1 = MAX_SPRITE_HEIGHT - position.y;
int t_x2 = t_x1 + width;
int t_y2 = t_y1 - height;
//set vertices position
GLshort verticesBuffer[4*3];
verticesBuffer[0] = t_x1;
verticesBuffer[1] = t_y1;
verticesBuffer[2] = depth;
verticesBuffer[3] = t_x1;
verticesBuffer[4] = t_y2;
verticesBuffer[5] = depth;
verticesBuffer[6] = t_x2;
verticesBuffer[7] = t_y1;
verticesBuffer[8] = depth;
verticesBuffer[9] = t_x2;
verticesBuffer[10] = t_y2;
verticesBuffer[11] = depth;
//set texture coordinates
GLfloat texCoordBuffer[2*4]
texCoordBuffer[0] = a_cellLayer.origin.x/CGImageGetWidth(texture.textureImage);
texCoordBuffer[1] = a_cellLayer.origin.y/CGImageGetHeight(texture.textureImage);
texCoordBuffer[2] = texCoordBuffer[0];
texCoordBuffer[3] = texCoordBuffer[1] + (float)(t_y1-t_y2)/CGImageGetHeight(texture.textureImage);
texCoordBuffer[4] = texCoordBuffer[6];
texCoordBuffer[5] = texCoordBuffer[1];
texCoordBuffer[6] = texCoordBuffer[0] + (float)(t_x2-t_x1)/CGImageGetWidth(texture.textureImage);
texCoordBuffer[7] = texCoordBuffer[3];
//set texture
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, [texture getTexture]);
//set vertices
glVertexPointer(3, GL_SHORT, 0, verticesBuffer);
glEnableClientState(GL_VERTEX_ARRAY);
//apply texture
glTexCoordPointer(2, GL_FLOAT, 0, texCoordBuffer);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//render
glColor4f(1.0, 1.0, 1.0, 1.0); // R V B Alpha
glNormal3f(0.0f, 0.0f, 1.0f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4*nbOfXSudivisions*nbOfYSudivisions);
我試圖改變我的紋理類型與GL_FIXED座標,但它不會改變任何東西
沒有任何人有一個想法?
很難說。你在使用深度緩衝區嗎?你的投影矩陣是怎樣設置的? nbOfXSudivisions和nbOfYSudivisions是否設置爲1? – CiscoIPPhone 2010-10-15 09:00:17
是nbOfXSudivisions&nbOfYSudivisions設置爲1. – Klem 2010-10-15 09:23:53
非常有趣...顫抖的小精靈! – SegFault 2010-10-15 15:38:55