// create the texture
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);关于Render to texture 看到iOS的opengl es 编程指南中的代码,如上所示,glTexImage2D函数中,最后一个参数为NULL,系统会自动的分配texture的空间吗?按照他的思路,我在执行中,老是检验FrameBuffer失败。 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER) ;
if(status != GL_FRAMEBUFFER_COMPLETE) {
NSLog(@"failed to make complete framebuffer object %x", status);
}
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);关于Render to texture 看到iOS的opengl es 编程指南中的代码,如上所示,glTexImage2D函数中,最后一个参数为NULL,系统会自动的分配texture的空间吗?按照他的思路,我在执行中,老是检验FrameBuffer失败。 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER) ;
if(status != GL_FRAMEBUFFER_COMPLETE) {
NSLog(@"failed to make complete framebuffer object %x", status);
}
解决方案 »
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