dvr*_*rer 3 opengl-es opengl-es-2.0
在Windows上进行测试时,代码按预期工作,但在android glGetTexImage上不存在api,还有另一种方法可以从OpenGL获取所有像素,而无需在创建纹理之前将其缓存?
这是代码:
void Texture::Bind(int unit)
{
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, mTextureID);
}
GLubyte* Texture::GetPixels()
{
Bind();
int data_size = mWidth * mHeight * 4;
GLubyte* pixels = new GLubyte[mWidth * mHeight * 4];
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
return pixels;
}
Run Code Online (Sandbox Code Playgroud)
glGetTexImage在OpenGL ES中不存在。
在OpenGL ES中,您必须将纹理附加到帧缓冲区,并通过以下方式从帧缓冲区中读取颜色平面:glReadPixels
Bind();
int data_size = mWidth * mHeight * 4;
GLubyte* pixels = new GLubyte[mWidth * mHeight * 4];
GLuint textureObj = ...; // the texture object - glGenTextures
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureObj, 0);
glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
Run Code Online (Sandbox Code Playgroud)
| 归档时间: |
|
| 查看次数: |
554 次 |
| 最近记录: |