使用深度渲染缓冲区有什么问题?OpenGL ES 2.0

3

我使用这段代码:

context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];

    if (!context || ![EAGLContext setCurrentContext:context] || ![self loadShaders])
    {
        [self release];
        return nil;
    }

    glGenFramebuffers(1, &defaultFramebuffer);
    glGenRenderbuffers(1, &colorRenderbuffer);
    glGenRenderbuffers(1, &depthRenderbuffer);

    glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);

    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

但是当我运行应用程序时,我看到紫色屏幕?这段代码有什么问题吗?
2个回答

6
我看不到您将颜色渲染缓冲绑定到要显示的CAEAGLLayer上(尽管这可能发生在稍后),并且我看不到您启用了深度测试。另外,如果我没记错的话,您需要绑定颜色渲染缓冲区,调用glFramebufferRenderbuffer(),然后再次绑定深度渲染缓冲区并再次调用它。
以下是我用于在OpenGL ES 2.0上设置类似显示的代码:
glEnable(GL_DEPTH_TEST);

glGenFramebuffers(1, &viewFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);

glGenRenderbuffers(1, &viewRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);

[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer*)self.layer];

glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);

glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, viewRenderbuffer);

glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, backingWidth, backingHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);

if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) 
{
    NSLog(@"Failure with framebuffer generation");
    return NO;
}

这个应用程序的完整代码可以在这里获取。


1

我知道这篇文章已经很老了,但是我也遇到了完全相同的问题并得到了相同的结果,所以我想做出贡献。在我的项目中发生的情况是,在设置渲染缓冲区时,我按下了自动完成键太快,导致出现了这种情况:

glGenBuffers(1, &_colorRenderBuffer);

应该使用这个:

glGenRenderbuffers(1, &_colorRenderBuffer);

最终结果:紫色屏幕。


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