使用深度渲染缓冲区有什么问题?OpenGL ES 2.0

HiT*_*GYs 3 iphone opengl-es depth-buffer

我用这个代码:

context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];

    if (!context || ![EAGLContext setCurrentContext:context] || ![self loadShaders])
    {
        [self release];
        return nil;
    }

    glGenFramebuffers(1, &defaultFramebuffer);
    glGenRenderbuffers(1, &colorRenderbuffer);
    glGenRenderbuffers(1, &depthRenderbuffer);

    glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);

    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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但是当我运行应用程序时,我看到紫色的屏幕?这段代码出了什么问题?

Bra*_*son 6

我没有看到你将颜色渲染缓冲区绑定到它要显示的CAEAGLLayer的位置(尽管可能会在以后发生),而且我没有看到你启用深度测试.另外,如果我没有弄错,你需要绑定颜色渲染缓冲区,调用glFramebufferRenderbuffer()它,然后绑定深度渲染缓冲区并再次调用它.

以下是我用于在OpenGL ES 2.0上设置类似显示的代码:

glEnable(GL_DEPTH_TEST);

glGenFramebuffers(1, &viewFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);

glGenRenderbuffers(1, &viewRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);

[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer*)self.layer];

glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);

glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, viewRenderbuffer);

glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, backingWidth, backingHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);

if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) 
{
    NSLog(@"Failure with framebuffer generation");
    return NO;
}
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