[英]OpenGL ES - Colors are different with or without FBO
I'm currently drawing objects (images, rectangles) on iPhone with OpenGL ES 2.0. 我目前正在使用OpenGL ES 2.0在iPhone上绘制对象(图像,矩形)。
There are two modes : 有两种模式:
A) Without FBO : A)没有FBO:
B) With FBO B)使用FBO
And the scene draw order is : 场景绘制顺序为:
Here are the results (left without FBO, right with FBO) : 结果如下(左为无FBO,右为FBO):
1) Image without transparency : both are same 1)不透明的图像:两者相同
2) Transparency set to 0.5, red background : both different 2)透明度设为0.5,红色背景:两者都不同
3) Transparency set to 0.5, black background : right same as 1) Without transparency 3)透明度设为0.5,黑色背景:与1相同,无透明度
Here's how I create the FBO : 这是我创建FBO的方法:
GLint maxRenderBufferSize;
glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &maxRenderBufferSize);
GLuint textureWidth = (GLuint)self.size.width;
GLuint textureHeight = (GLuint)self.size.height;
if(maxRenderBufferSize <= (GLint)textureWidth || maxRenderBufferSize <= (GLint)textureHeight)
@throw [NSException exceptionWithName:TAG
reason:@"FBO cannot allocate that much space"
userInfo:nil];
glGenFramebuffers(1, &fbo);
glGenRenderbuffers(1, &fboBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &fboTexture);
glBindTexture(GL_TEXTURE_2D, fboTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTexture, 0);
glBindRenderbuffer(GL_RENDERBUFFER, fboBuffer);
GLuint status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(status != GL_FRAMEBUFFER_COMPLETE)
@throw [NSException exceptionWithName:TAG
reason:@"Failed to initialize fbo"
userInfo:nil];
Here's my fragment shader : 这是我的片段着色器:
gl_FragColor = (v_Color * texture2D(u_Texture, v_TexCoordinate));
Found the problem, this line was the problem in my render-FBO-to-window function : 找到了问题,这行是我的render-FBO-to-window函数中的问题:
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
I just removed it because I don't need alpha blending in this step. 我刚刚删除了它,因为在此步骤中不需要alpha混合。
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