[英]GLKit: Transparent texture when dealing with big 3D object
I'm writing a 3D Viewer that displays .obj file and offers some basic gestures (pinning, rotating, zooming) by following 2 Raywenderlich tutorials: http://www.raywenderlich.com/48293/how-to-export-blender-models-to-opengl-es-part-1 我正在编写3D查看器,它通过以下2个Raywenderlich教程来显示.obj文件并提供一些基本手势(固定,旋转,缩放): http ://www.raywenderlich.com/48293/how-to-export-blender- 模型对OpenGL的ES-部分1
http://www.raywenderlich.com/50398/opengl-es-transformations-gestures http://www.raywenderlich.com/50398/opengl-es-transformations-gestures
I'm able to load and display correctly small .obj files but for big .obj files, the textures become suddenly transparent ! 我能够正确加载和显示小的.obj文件,但是对于大的.obj文件,纹理突然变得透明 ! I have tested with the same texture files so I think the image size is not the cause .
我已经对相同的纹理文件进行了测试,所以我认为不是图像大小的原因 。 Please take a look at the below screenshot to have an idea:
请查看以下屏幕截图以了解一个想法:
Big obj: about 20000 vertices 大obj:约20000个顶点
Small obj: about 5000 vertices: 小obj:约5000个顶点:
Quite big obj: about 67000 vertices: 相当大的obj:约67000个顶点:
A texture bitmap with only 2 colors (blue and yellow) which are used in big and quite big objs 仅2种颜色(蓝色和黄色)的纹理位图,用于大型和大型objs
The capsule texture (I don't use the 2 colors texture so that we can see clearly there is no transparency in the small obj) 胶囊纹理(我不使用2种颜色的纹理,这样我们就可以清楚地看到小obj中没有透明度)
I have tried different textures on different obj and it's always the same problem: the texture starts to be transparent when the obj file is big. 我在不同的obj上尝试了不同的纹理,这始终是相同的问题:当obj文件很大时,纹理开始透明。 I have also tested on different physical Iphone so it's not specific to the simulator.
我还在不同的物理Iphone上进行了测试,因此它并非特定于模拟器。 Enable/disable gl_blend doesn't solve the problem neither.
启用/禁用gl_blend也不能解决问题。
You can find the full code at http://pastecode.org/index.php/view/32247978 Here is the code I use to create the GLKBaseEffect and load texture image: 您可以在http://pastecode.org/index.php/view/32247978中找到完整的代码,这是我用来创建GLKBaseEffect并加载纹理图像的代码:
// Initialize
self.effect = [[GLKBaseEffect alloc] init];
// Texture
NSDictionary* options = @{ GLKTextureLoaderOriginBottomLeft: @YES };
NSError* error;
NSString* path = [[NSBundle mainBundle] pathForResource:@"capsule0.jpg" ofType:nil];
GLKTextureInfo* texture = [GLKTextureLoader textureWithContentsOfFile:path
options:options
error:&error];
if(texture == nil)
NSLog(@"Error loading file: %@", [error localizedDescription]);
self.effect.texture2d0.name = texture.name;
self.effect.texture2d0.enabled = true;
self.effect.texture2d0.envMode = GLKTextureEnvModeReplace;
// Light
self.effect.light0.enabled = GL_TRUE;
self.effect.light0.position = GLKVector4Make(1.0f, 1.0f, 1.0f, 1.0f);
self.effect.lightingType = GLKLightingTypePerVertex;
And this part is for setting up OpenGL in viewDidLoad() after creating the effect: 这部分是在创建效果后在viewDidLoad()中设置OpenGL的:
// OpenGL ES Settings
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
I have finally found the solution: 我终于找到了解决方案:
First, you need to set the depth format to 24 or 16 in the storyboard for the GLKView: 首先,您需要在GLKView的情节提要中将深度格式设置为24或16:
Then enable the depth in viewDidLoad() by 然后通过在viewDidLoad()中启用深度
glEnable(GL_DEPTH_TEST);
And finally for each draw call, you need to clear the depth buffer: 最后,对于每个绘制调用,您需要清除深度缓冲区:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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