我想用RenderScript模糊渲染的纹理,为此我需要将其转换为位图格式并使用它我需要将其转换回OpenGL纹理.
纹理渲染正在起作用.问题必须在某处,但我不明白为什么它不起作用.我有黑屏
public void renderToTexture(){
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fb[0]);
GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
// specify texture as color attachment
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, renderTex[0], 0);
// attach render buffer as depth buffer
GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER, GLES20.GL_DEPTH_ATTACHMENT, GLES20.GL_RENDERBUFFER, depthRb[0]);
// check status
int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
drawRender();
Bitmap bitmap = SavePixels(0,0,texW,texH);
//blur bitmap and get back a bluredBitmap not yet implemented
texture = TextureHelper.loadTexture(bluredBitmap, 128);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture);
drawRender2();
}
Run Code Online (Sandbox Code Playgroud)
为了创建一个位图,我从帧缓冲区读取像素,因为没有找到任何其他方法来做,但我对其他方法开放
public …
Run Code Online (Sandbox Code Playgroud)