我正在尝试在启用多重采样的iOS上呈现到纹理,然后在最终输出中使用该纹理。这个可行吗?
到目前为止,我只得到了黑色的纹理或锯齿形图像。我使用的代码是:
到目前为止,我只得到了黑色的纹理或锯齿形图像。我使用的代码是:
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glGenRenderbuffers(1, &colorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
//glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, width, height);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, 4, GL_RGBA4, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
//glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, self.view.bounds.size.height);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER) ;
if(status != GL_FRAMEBUFFER_COMPLETE) {
NSLog(@"failed to make complete framebuffer object %x", status);
}
// Render my scene
glBindFramebuffer( GL_FRAMEBUFFER, framebuffer );
glViewport(0,0,width,height);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Draw scene
// Then bind default framebuffer
glBindFramebuffer( GL_FRAMEBUFFER, 1 );
// Draw other things
// Now resolve the multisampling and draw texture
glResolveMultisampleFramebufferAPPLE();
glUseTexture( GL_TEXTURE_2D, texture );
// Draw with texture
这段代码无法正常工作。如果我让深度渲染缓冲区多重采样,它就会失败。如果我只是使用普通的fbo进行深度测试,那么它可以工作,但会产生锯齿状图像。
有人知道我错在哪里吗?
谢谢!