我正在使用glDrawArrays绘制GL_LINE_STRIP,并希望使它们更加平滑。我看到有些问题的答案中,人们建议使用glEnable(GL_LINE_SMOOTH)和glHint(GL_LINE_SMOOTH_HINT, GL_NICEST),但是当我这样做时,会出现错误。以下是我的代码:
- (void)setupGL
{
[EAGLContext setCurrentContext:self.context];
self.effect = [[[GLKBaseEffect alloc] init] autorelease];
self.effect.light0.enabled = GL_FALSE;
self.effect.light1.enabled = GL_FALSE;
self.effect.light2.enabled = GL_FALSE;
self.effect.lightModelAmbientColor = GLKVector4Make(0.0f, 0.0f, 0.0f, 1.0f);
glDisable(GL_DEPTH_TEST);
// glEnable(GL_LINE_SMOOTH);
// glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glGenVertexArraysOES(1, &_vertexArray);
glBindVertexArrayOES(_vertexArray);
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, VERTEX_POS_DATA_SIZE, GL_FLOAT, GL_FALSE, VERTEX_DATA_SIZE * sizeof(GLfloat), BUFFER_OFFSET(0));
glEnableVertexAttribArray(GLKVertexAttribColor);
glVertexAttribPointer(GLKVertexAttribColor, VERTEX_COLOR_DATA_SIZE, GL_FLOAT, GL_FLOAT, VERTEX_DATA_SIZE * sizeof(GLfloat), BUFFER_OFFSET(VERTEX_POS_DATA_SIZE * sizeof(GLfloat)));
glLineWidth(10.0);
}
如果我取消注释这两行代码中的任何一行,甚至是同时取消注释,都会导致GL错误。有什么想法吗?
GL_LINE_SMOOTH
。你可能需要另寻他法来对你的线条进行抗锯齿处理。 - Brad Larson