我非常肯定,经过几个小时的抨击,这是无法做到的.
到目前为止,这是我的代码(下图),用于渲染纹理;它完成了这项工作,但非常浪费.我只想要一个8位通道,可能是16位灰度.我不想要一个无用的R G和B频道.
但是如果我尝试在glTexImage2D中切换GL_RGBA / * GL_ALPHA * /,glCheckFramebufferStatus会捕获’frame buffer incomplete’错误:36054 0x8CD6 GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
IRC上的人建议使用GL_R,但是Xcode不提供自动完成功能,所以看起来它可能是GL为GLES修剪过的东西之一
但这似乎很奇怪!这是一个移动设备.当然,将执行操作所需的位数减少了四倍……这肯定是最后要采取的事情之一.
?!?
任何人都可以明确地埋葬这个吗?是否可以在GLES2.0中渲染到单个通道纹理?
+ (void) blurTexture: (GLuint) in_texId POTWidth: (GLuint) in_W POTHeight: (GLuint) in_H returningTexId: (GLuint*) out_pTexId { // search HELP: 'Using a Framebuffer Object as a Texture' // https://stackoverflow.com/questions/3613889/gl-framebuffer-incomplete-attachment-when-trying-to-attach-texture // Create the destination texture,and attach it to the framebuffer’s color attachment point. // create the texture GLuint id_texDest; { // fragshader will use 0 glActiveTexture( GL_TEXTURE0 ); // Ask GL to give us a texture-ID for us to use glGenTextures( 1,& id_texDest ); glBindTexture( GL_TEXTURE_2D,id_texDest ); // actually allocate memory for this texture GLuint pixCount = in_W * in_H; typedef struct { uint8_t r,g,b,a } rgba; rgba * alphas = calloc( pixCount,sizeof( rgba ) ); // XOR texture int pix=0; for ( int x = 0; x < in_W; x++ ) { for ( int y = 0; y < in_H; y++ ) { //alphas[ pix ].r = (y < 256) ? x^y : 0; //alphas[ pix ].g = (y < 512) ? 127 : 0; //alphas[ pix ].b = (y < 768) ? 127 : 0; alphas[ pix ].a = (y < 512) ? x^y : 0; // half mottled,half black pix++; } } // set some params on the ACTIVE texture glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR/*_MIPMAP_LINEAR*/ ); glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE ); // WRITE/COPY from P into active texture glTexImage2D( GL_TEXTURE_2D,GL_RGBA /*GL_ALPHA*/,in_W,in_H,GL_UNSIGNED_BYTE,(void *) alphas ); //glGenerateMipmap( GL_TEXTURE_2D ); free( alphas ); glLogAndFlushErrors(); } GLuint textureFrameBuffer; { GLint oldFBO; glGetIntegerv( GL_FRAMEBUFFER_BINDING,& oldFBO ); // create framebuffer glGenFramebuffers( 1,& textureFrameBuffer ); glBindFramebuffer( GL_FRAMEBUFFER,textureFrameBuffer ); // attach renderbuffer glFramebufferTexture2D( GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,id_texDest,0 ); //glDisable( GL_DEPTH_TEST ); // Test the framebuffer for completeness. This test only needs to be performed when the framebuffer’s configuration changes. GLenum status = glCheckFramebufferStatus( GL_FRAMEBUFFER ) ; NSAssert1( status == GL_FRAMEBUFFER_COMPLETE,@"Failed to make complete framebuffer object %x",status ); // 36054 0x8CD6 GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT // unbind frame buffer glBindFramebuffer( GL_FRAMEBUFFER,oldFBO ); } glLogAndFlushErrors(); // clear texture bitmap to backcolor { GLint oldFBO; glGetIntegerv( GL_FRAMEBUFFER_BINDING,& oldFBO ); glBindFramebuffer( GL_FRAMEBUFFER,textureFrameBuffer ); glLogAndFlushErrors(); { float j = 0.1f; glClearColor( j,j,j ); glLogAndFlushErrors(); glClear( GL_COLOR_BUFFER_BIT ); glLogAndFlushErrors(); } glBindFramebuffer( GL_FRAMEBUFFER,oldFBO ); } glDeleteFramebuffers( 1,& textureFrameBuffer ); * out_pTexId = id_texDest; glLogAndFlushErrors(); }
解决方法
从iOS 5.0开始,您可以使用GL_EXT_texture_rg渲染到1和2通道纹理.
http://www.khronos.org/registry/gles/extensions/EXT/EXT_texture_rg.txt
编辑:我已经测试了这个并且它可以工作,但仅适用于A5及以上(iPad2 / 3/4 / mini,iPhone4S / 5,iPod touch第5代).不幸的是,在最需要的地方(iPhone4,iPod touch第4代,3GS,iPad1),它不适用于A4及更老版本.