ope*_*rog 4 memory-management opengl-es ios opengl-es-1.1
我正在尝试将512*512纹理渲染到由两个三角形组成的256*256正方形上.
目标是学习如何在OpenGL ES 1.1中绘制两个三角形的纹理矩形,并尽可能减少最少量的代码.
EXC_BAD_ACCESS:问题解决了!+500赏金给Sam :-)在调用glDrawArrays时,我得到了一个EXC_BAD_ACCESS.该项目使用ARC,使用Xcode 5.0.2创建,我试图在iPhone 5模拟器和具有相同结果的iPhone 5S上运行它.Sam指出glEnableClientState(GL_COLOR_ARRAY);,我应该启用纹理坐标数组,而不是启用颜色数组glEnableClientState(GL_TEXTURE_COORD_ARRAY);.
如果其他人碰巧来到这里了解如何在OpenGL ES 1.1中构建多边形,我将第二个问题放在这里是为了完整性.
这就是我设置CAEAGLLayer的方法:
// Configure the drawable properties
CAEAGLLayer *glLayer = (CAEAGLLayer *)self.layer;
glLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
    [NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking,
    kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
// Create the OpenGL context
EAGLContext *ctx = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
self.context = ctx;
[EAGLContext setCurrentContext:ctx];
// Create buffers
glGenFramebuffersOES(1, &framebuffer);
glGenRenderbuffersOES(1, &renderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, renderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, renderbuffer);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &framebufferWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &framebufferHeight);
// Config OpenGL ES
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(0, framebufferWidth / self.contentScaleFactor, (framebufferHeight / self.contentScaleFactor), 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_DEPTH_TEST);
glClearColor(0, 0, 0, 1);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
在如上所示创建和配置由CAEAGLLayer支持的UIView之后,我获得了UIImage的像素数据.单步执行时,我在打印输出中添加了注释:
GLubyte *pixelData = (GLubyte*)calloc(_width * _height * 4, sizeof(GLubyte)); // 0x00000001004c8000
CGColorSpaceRef imageCS = CGImageGetColorSpace(img.CGImage); // 0x0000000170027040
CGContextRef ctx = CGBitmapContextCreate(pixelData, _width, _height, 8, _width * 4, imageCS, (CGBitmapInfo)kCGImageAlphaPremultipliedLast); // 0x0000000170161f80
CGContextDrawImage(ctx, CGRectMake(0, 0, _width, _height), img.CGImage);
CGColorSpaceRelease(imageCS);
CGContextRelease(ctx);
一切都很好看.UIImage正确加载.然后我用它pixelData来创建纹理:
glGenTextures(1, &_textureID);
glBindTexture(GL_TEXTURE_2D, _textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)_width, (GLsizei)_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
最后,创建CADisplayLink并调用一个-draw方法,该方法在GCD后台队列中执行场景绘制操作.这是我尝试在GCD块内的渲染回调中在屏幕上绘制它的方式:
CGFloat height = 256;
CGFloat width = 256;
GLshort imageVertices[] = {
    0, height,  // left bottom
    width, height,  // right bottom
    0, 0,       // left top
    width, 0    // right top
};
GLshort textureCoords[] = {
    0, 1,   // left bottom
    1, 1,   // right bottom
    0, 0,   // left top
    1, 0    // right top
};
glEnable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 1);
glBindTexture(GL_TEXTURE_2D, _textureID);
glVertexPointer(2, GL_SHORT, 0, imageVertices);
glTexCoordPointer(2, GL_SHORT, 0, textureCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // EXC_BAD_ACCESS
glDisable(GL_TEXTURE_2D);
当它到达glDrawArrays时,我最终得到了一个EXC_BAD_ACCESS.
有任何线索可能会发生这种情况吗?我仔细检查过:
用于生成pixelData的UIImage不会被解除分配.由CAEAGLLayer支持的UIView也没有被解除分配.当我删除主线程上的GCD和渲染时,也会出现此问题.
这可能是问题,你实际上并没有提供一个颜色数组指针:
glEnableClientState(GL_COLOR_ARRAY);
glColor4f(1, 1, 1, 1);将顶点属性设置为常驻值.而不是缺席GL_COLOR_ARRAY,应启用纹理坐标数组:
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
同样适用于禁用glDisableClientState(...):
glClientActiveTexture(GL_TEXTURE0);在执行以下任何调用之前执行以下操作:glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D, _textureID);glVertexPointer(2, GL_SHORT, 0, imageVertices);glTexCoordPointer(2, GL_SHORT, 0, textureCoords);