[英]OpenGL ES 2.0 textures for retina display?
我有一個GLKView,我嘗試在其中繪制幾個多維數據集,並從視圖中創建紋理並將其映射到多維數據集。 但是,當我在視網膜設備上啟動該應用程序時,紋理的大小正確,但看起來很糟糕。 我試圖將GLKView的contentScaleFactor設置為主屏幕的比例-無濟於事。 我還嘗試將緩沖區的尺寸乘以比例尺,從而使紋理看起來清晰,但僅為原始尺寸的1/4 ...
事不宜遲,我可以向您介紹我所做的事情(沒有上面指出的乘法):
GLKView
- (void)setupGL {
UIScreen *mainScreen = [UIScreen mainScreen];
const CGFloat scale = mainScreen.scale;
self.contentScaleFactor = scale;
self.layer.contentsScale = scale;
glGenFramebuffers(1, &defaultFrameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, defaultFrameBuffer);
glGenRenderbuffers(1, &depthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, self.bounds.size.width, self.bounds.size.height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
glGenRenderbuffers(1, &colorBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, self.bounds.size.width, self.bounds.size.height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ARRAY, GL_RENDERBUFFER, colorBuffer);
glEnable(GL_DEPTH_TEST);
}
在這里我加載紋理
// make space for an RGBA image of the view
GLubyte *pixelBuffer = (GLubyte *)malloc(
4 *
cV.bounds.size.width *
cV.bounds.size.height);
// create a suitable CoreGraphics context
CGColorSpaceRef colourSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context =
CGBitmapContextCreate(pixelBuffer,
cV.bounds.size.width, cV.bounds.size.height,
8, 4*cV.bounds.size.width,
colourSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colourSpace);
// draw the view to the buffer
[cV.layer renderInContext:context];
// upload to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0,
GL_RGBA,
cV.bounds.size.width, cV.bounds.size.height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, pixelBuffer);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
這個問題的答案可以在這里找到
我基本上所做的就是將紋理和緩沖區乘以屏幕的比例因子,因為這只能產生大小的1/4的紋理,所以我也必須將上下文乘以比例因子
CGContextScaleCTM(context, scaleFactor, scaleFactor);
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