OpenGL VBO球体纹理加载不起作用

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【中文标题】OpenGL VBO球体纹理加载不起作用【英文标题】:OpenGL VBO Sphere Texture loading not working 【发布时间】:2014-02-18 18:58:08 【问题描述】:

我需要绘制一个球体并为其设置纹理。我正在进行的项目将涉及大量图形,这使我走上了使用 VBO 的道路。

我目前在尝试对球体进行纹理处理时遇到问题,所有尝试都导致我每次都得到一个实心阴影球体 - 没有可见的纹理。我很可能在做一些愚蠢的事情——但经过多次尝试,我无法进一步了解问题是由于纹理加载、错误的 U/V 纹理坐标还是使用错误的着色器造成的。..

以下是所有源代码的副本。

//
//
//  Copyright (c) 2013 Andy Ward. All rights reserved.
//

#import "SphereRenderer.h"
#import "shaderUtil.h"
#import "fileUtil.h"
#import "debug.h"

//#import <GLKit/GLKit.h>

// Shaders
enum 
    PROGRAM_LIGHTING,
    PROGRAM_PASSTHRU,
    NUM_PROGRAMS
;

enum 
    UNIFORM_MVP,
    UNIFORM_MODELVIEW,
    UNIFORM_MODELVIEWIT,
    UNIFORM_LIGHTDIR,
    UNIFORM_AMBIENT,
    UNIFORM_DIFFUSE,
    UNIFORM_SPECULAR,
    UNIFORM_SHININESS,
    UNIFORM_CONSTANT_COLOR,
    NUM_UNIFORMS
;

enum 
    ATTRIB_VERTEX,
    ATTRIB_COLOR,
    ATTRIB_NORMAL,
    NUM_ATTRIBS
;

typedef struct 
    char *vert, *frag;
GLint uniform[NUM_UNIFORMS];
GLuint id;
 programInfo_t;

programInfo_t program[NUM_PROGRAMS] = 
 "lighting.vsh",   "color.fsh"     ,  // PROGRAM_LIGHTING
     "color.vsh",      "color.fsh"     ,  // PROGRAM_PASSTHRU
;


typedef struct

float x;
float y;
float z;
float nx;
float ny;
float nz;
    float u;
    float v;
float r;
float g;
float b;
float a;
    GLbyte padding[16];
 Vertex;


static float lightDir[3]    =  0.8, 4.0, 1.0 ;
static float ambient[4]     =  0.35, 0.35, 0.35, 0.35 ;
static float diffuse[4]     =  1.0-0.35, 1.0-0.35, 1.0-0.35, 1.0 ;
static float specular[4]    =  0.8, 0.8, 0.8, 1.0 ;
static float shininess      = 8;


@implementation SphereRenderer



- (id)init

    if (self = [super init])
    
        angleDelta = -0.05f;
        scaleFactor = 7; //max = 1025
        r =  350; //scaleFactor * 48.0f;

        //maxValue = 1025 * 48.0f;

        xVelocity = 1.5f;
        yVelocity = 0.0f;
        xPos = r*2.0f;
        yPos = r*3.0f;

        // normalize light dir
        lightDirNormalized = GLKVector3Normalize(GLKVector3MakeWithArray(lightDir));

        projectionMatrix = GLKMatrix4Identity;

        [self LoadTexture];

        [self generateSphereData];

        [self setupShaders];


    
    return self;


- (void)makeOrthographicForWidth:(CGFloat)width height:(CGFloat)height

     projectionMatrix = GLKMatrix4MakeOrtho(0, width, 0, height, -50000.0f, 2000.0f);     




-(void)generateSphereData

    #define PI 3.141592654
    #define TWOPI 6.283185308

    int x;
    int index = 0;


    float v1x, v1y, v1z;
    float v2x, v2y, v2z;
    float d;

    int theta, phi;

    float theta0, theta1;
    float phi0, phi1;

    Vertex quad[4];

    Vertex *sphereData = malloc( 128 * 256* 6 * sizeof( Vertex ) );

    float delta = M_PI / 128;

    // 32 vertical segments
    for(theta = 0; theta < 128; theta++)
    
        theta0 = theta*delta;
        theta1 = (theta+1)*delta;

        // 64 horizontal segments
        for(phi = 0; phi < 256; phi++)
        
            phi0 = phi*delta;
            phi1 = (phi+1)*delta;

            // Generate 4 points per quad
            quad[0].x = r * sin(theta0) * cos(phi0);
            quad[0].y = r * cos(theta0);
            quad[0].z = r * sin(theta0) * sin(phi0);
                    quad[0].u = (float)theta / (float)128;
                    quad[0].v = (float)phi / (float)256;

            quad[1].x = r * sin(theta0) * cos(phi1);
            quad[1].y = r * cos(theta0);
            quad[1].z = r * sin(theta0) * sin(phi1);
                    quad[1].u = (float)theta / (float)128;
                    quad[1].v = (float)(phi + 1) / (float)256;

            quad[2].x = r * sin(theta1) * cos(phi1);
            quad[2].y = r * cos(theta1);
            quad[2].z = r * sin(theta1) * sin(phi1);
                    quad[2].u = (float)(theta + 1)/ (float)128;
                    quad[2].v = (float)(phi + 1) / (float)256;

            quad[3].x = r * sin(theta1) * cos(phi0);
            quad[3].y = r * cos(theta1);
            quad[3].z = r * sin(theta1) * sin(phi0);
                    quad[3].u = (float)(theta + 1) / (float)128;
                    quad[3].v = (float)phi / (float)256;

            // Generate the normal
            if(theta >= 4)
            
                v1x = quad[1].x - quad[0].x;
                v1y = quad[1].y - quad[0].y;
                v1z = quad[1].z - quad[0].z;

                v2x = quad[3].x - quad[0].x;
                v2y = quad[3].y - quad[0].y;
                v2z = quad[3].z - quad[0].z;
            
            else
            
                v1x = quad[0].x - quad[3].x;
                v1y = quad[0].y - quad[3].y;
                v1z = quad[0].z - quad[3].z;

                v2x = quad[2].x - quad[3].x;
                v2y = quad[2].y - quad[3].y;
                v2z = quad[2].z - quad[3].z;
            

            quad[0].nx = ( v1y * v2z ) - ( v2y * v1z );
            quad[0].ny = ( v1z * v2x ) - ( v2z * v1x );
            quad[0].nz = ( v1x * v2y ) - ( v2x * v1y );

            d = 1.0f/sqrt(quad[0].nx*quad[0].nx +
                          quad[0].ny*quad[0].ny +
                          quad[0].nz*quad[0].nz);

            quad[0].nx *= d;
            quad[0].ny *= d;
            quad[0].nz *= d;


            // Generate the color - This was for testing until I have the textures loading...
            if((theta ^ phi) & 1)
            
                quad[0].r = 0.0f;
                quad[0].g = 0.0f;
                quad[0].b = 0.0f;
                quad[0].a = 0.0f;
            
            else
            
                quad[0].r = 0.0f;
                quad[0].g = 0.0f;
                quad[0].b = 0.0f;
                quad[0].a = 0.0f;
            

            // Replicate vertex info.
            for(x = 1; x < 4; x++)
            
                quad[x].nx = quad[0].nx;
                quad[x].ny = quad[0].ny;
                quad[x].nz = quad[0].nz;
                quad[x].r = quad[0].r;
                quad[x].g = quad[0].g;
                quad[x].b = quad[0].b;
                quad[x].a = quad[0].a;

            



        // Store the vertices in two triangles. We are drawing everything as triangles.
        sphereData[index++] = quad[0];
        sphereData[index++] = quad[1];
        sphereData[index++] = quad[2];

        sphereData[index++] = quad[0];
        sphereData[index++] = quad[3];
        sphereData[index++] = quad[2];

    


// Create the VAO
glGenVertexArrays(1, &vaoId);
glBindVertexArray(vaoId);

// Create a VBO buffer
glGenBuffers(1, &vboId);
glBindBuffer(GL_ARRAY_BUFFER, vboId);
glBufferData(GL_ARRAY_BUFFER, 128 * 256 * 6 * sizeof(Vertex), NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, 128 * 256 * 6 * sizeof(Vertex), sphereData);

// set the colors - left as it's great for debugging
glEnableVertexAttribArray(ATTRIB_COLOR);
glVertexAttribPointer(ATTRIB_COLOR, 4, GL_FLOAT, GL_TRUE, sizeof(Vertex), (GLubyte *)(uintptr_t)offsetof(Vertex,r));

  // set the normals
glEnableVertexAttribArray(ATTRIB_NORMAL);
glVertexAttribPointer(ATTRIB_NORMAL, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLubyte *)(uintptr_t)offsetof(Vertex,nx));


// set the texture
glEnableVertexAttribArray(1);
glError();
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLubyte *)(uintptr_t)offsetof(Vertex,u));
glError();

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);


// set the positions
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLubyte *)(uintptr_t)offsetof(Vertex,x));


//We need to free as we used malloc
free(sphereData);






-(void)LoadTexture

NSURL                   *url = nil;
CGImageSourceRef        src;
CGImageRef              image;
CGContextRef            context = nil;
CGColorSpaceRef         colorSpace;
    GLubyte *data;
    GLsizei width, height;

   // NSImage* image = [NSImage imageNamed:@"World-satellite-map.png"];
    NSBundle *bundle = [NSBundle bundleWithIdentifier: @"Award.WeatherEye3D"];
    NSString *bundleRoot = [bundle pathForImageResource:@"World-satellite-map.png"];

    url = [NSURL fileURLWithPath: bundleRoot];
src = CGImageSourceCreateWithURL((CFURLRef)url, NULL);

if (!src) 
    NSLog(@"No image");
//      free(data);
    return;


image = CGImageSourceCreateImageAtIndex(src, 0, NULL);
CFRelease(src);

width = CGImageGetWidth(image);
height = CGImageGetHeight(image);

    data = (GLubyte*) calloc(width * height * 4, sizeof(GLubyte));

colorSpace = CGColorSpaceCreateDeviceRGB();
context = CGBitmapContextCreate(data, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host);
CGColorSpaceRelease(colorSpace);

// Core Graphics referential is upside-down compared to OpenGL referential
// Flip the Core Graphics context here
// An alternative is to use flipped OpenGL texture coordinates when drawing textures
CGContextTranslateCTM(context, 0.0, height);
CGContextScaleCTM(context, 1.0, -1.0);

// Set the blend mode to copy before drawing since the previous contents of memory aren't used. This avoids unnecessary blending.
CGContextSetBlendMode(context, kCGBlendModeCopy);

CGContextDrawImage(context, CGRectMake(0, 0, width, height), image);

CGContextRelease(context);
CGImageRelease(image);


    glGenTextures(1, &texture);
glGenBuffers(1, &pboId);

// Bind the texture
glBindTexture(GL_TEXTURE_2D, texture);

// Bind the PBO
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pboId);

// Upload the texture data to the PBO
glBufferData(GL_PIXEL_UNPACK_BUFFER, width * height * 4 * sizeof(GLubyte), data, GL_STATIC_DRAW);

// Setup texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);

// OpenGL likes the GL_BGRA + GL_UNSIGNED_INT_8_8_8_8_REV combination
// Use offset instead of pointer to indictate that we want to use data copied from a PBO
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
             GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);

// We can delete the application copy of the texture data now
free(data);

glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);








- (void)setupShaders


//This code has been lifted from an example.
for (int i = 0; i < NUM_PROGRAMS; i++)

    char *vsrc = readFile(pathForResource(program[i].vert));
    char *fsrc = readFile(pathForResource(program[i].frag));
    GLsizei attribCt = 0;
    GLchar *attribUsed[NUM_ATTRIBS];
    GLint attrib[NUM_ATTRIBS];
    GLchar *attribName[NUM_ATTRIBS] = 
        "inVertex", "inColor", "inNormal",
    ;
    const GLchar *uniformName[NUM_UNIFORMS] = 
        "MVP", "ModelView", "ModelViewIT", "lightDir", "ambient", "diffuse", "specular", "shininess", "constantColor",
    ;

    // auto-assign known attribs
    for (int j = 0; j < NUM_ATTRIBS; j++)
    
        if (strstr(vsrc, attribName[j]))
        
            attrib[attribCt] = j;
            attribUsed[attribCt++] = attribName[j];
        
    

    glueCreateProgram(vsrc, fsrc,
                      attribCt, (const GLchar **)&attribUsed[0], attrib,
                      NUM_UNIFORMS, &uniformName[0], program[i].uniform,
                      &program[i].id);
    free(vsrc);
    free(fsrc);

    // set constant uniforms
    glUseProgram(program[i].id);

    if (i == PROGRAM_LIGHTING)
    
        // Set up lighting stuff used by the shaders
        glUniform3fv(program[i].uniform[UNIFORM_LIGHTDIR], 1, lightDirNormalized.v);
        glUniform4fv(program[i].uniform[UNIFORM_AMBIENT], 1, ambient);
        glUniform4fv(program[i].uniform[UNIFORM_DIFFUSE], 1, diffuse);
        glUniform4fv(program[i].uniform[UNIFORM_SPECULAR], 1, specular);
        glUniform1f(program[i].uniform[UNIFORM_SHININESS], shininess);
    
    else if (i == PROGRAM_PASSTHRU)
    
        glUniform4f(program[i].uniform[UNIFORM_CONSTANT_COLOR], 0.0f,0.0f,0.0f,0.4f);
    


glError();



- (void)update



yPos = 400;
xPos = 375;



- (void)render

GLKMatrix4 modelViewMatrix, MVPMatrix, modelViewMatrixIT;
GLKMatrix3 normalMatrix;

glBindVertexArray(vaoId);
// glBindTexture(GL_TEXTURE, texture);

// Draw "shadow"
/* glUseProgram(program[PROGRAM_PASSTHRU].id);

glEnable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE_MINUS_SRC_ALPHA);
*/
/*// Make the "shadow" move around a bit. This is not a real shadow projection.
GLKVector3 pos = GLKVector3Normalize(GLKVector3Make(xPos, yPos, -100.0f));
modelViewMatrix = GLKMatrix4MakeTranslation(xPos + (pos.v[0]-lightDirNormalized.v[0])*20.0,
                                            yPos + (pos.v[1]-lightDirNormalized.v[1])*10.0,
                                            -800.0f);
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, -16.0f, 0.0f, 0.0f, 1.0f);
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, angle, 0.0f, 1.0f, 0.0f);
modelViewMatrix = GLKMatrix4Scale(modelViewMatrix, 1.05f, 1.05f, 1.05f);

MVPMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
glUniformMatrix4fv(program[PROGRAM_PASSTHRU].uniform[UNIFORM_MVP], 1, GL_FALSE, MVPMatrix.m);

//Draw the shadow arrays
glDrawArrays(GL_TRIANGLES, 0, 32*64*6);
*/


// Draw Sphere
glUseProgram(program[PROGRAM_LIGHTING].id);

glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
glDisable(GL_BLEND);

glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);

// ModelView
modelViewMatrix = GLKMatrix4MakeTranslation(xPos, yPos, -200.0f);                         // was -100
//modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, -0.01f, 0.0f, 0.0f, 0.01f);
// modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, angle, 0.0f, 1.0f, 0.0f);
glUniformMatrix4fv(program[PROGRAM_LIGHTING].uniform[UNIFORM_MODELVIEW], 1, GL_FALSE, modelViewMatrix.m);

// MVP
MVPMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
glUniformMatrix4fv(program[PROGRAM_LIGHTING].uniform[UNIFORM_MVP], 1, GL_FALSE, MVPMatrix.m);

// ModelViewIT (normal matrix)
bool success;
modelViewMatrixIT = GLKMatrix4InvertAndTranspose(modelViewMatrix, &success);
if (success) 
    normalMatrix = GLKMatrix4GetMatrix3(modelViewMatrixIT);
    glUniformMatrix3fv(program[PROGRAM_LIGHTING].uniform[UNIFORM_MODELVIEWIT], 1, GL_FALSE, normalMatrix.m);




glDrawArrays(GL_TRIANGLE_STRIP, 0, 128*256*6 ); // Value needs changing for number of triangles...

glUseProgram(0);

glError();


- (void)dealloc

if (vboId) 
    glDeleteBuffers(1, &vboId);
    vboId = 0;

if (vaoId) 
    glDeleteVertexArrays(1, &vaoId);
    vaoId = 0;

if (vertexShader) 
    glDeleteShader(vertexShader);
    vertexShader = 0;

if (fragmentShader) 
    glDeleteShader(fragmentShader);
    fragmentShader = 0;

if (shaderProgram) 
    glDeleteProgram(shaderProgram);
    shaderProgram = 0;


[super dealloc];


@end

Lighting.vsh:-

#version 150

in vec4 inVertex, inColor;
in vec3 inNormal;

out vec4 color;

uniform mat4 MVP, ModelView;
uniform mat3 ModelViewIT;
uniform vec3 lightDir;
uniform vec4 ambient, diffuse, specular;
uniform float shininess;

void main()

// transform position to clip space
gl_Position = MVP * inVertex;

// transform position to eye space
vec3 eyePosition = vec3(ModelView * inVertex);

// transform normal to eye space (normalization skipped here: inNormal already normalized, matrix not scaled)
vec3 eyeNormal = ModelViewIT * inNormal;

// directional light ambient and diffuse contribution (lightDir alreay normalized)
float NdotL = max(dot(eyeNormal, lightDir), 0.0);
vec4 lightColor = ambient + diffuse * NdotL;

if (NdotL > 0.0)

    // half angle
    vec3 H = normalize(lightDir - normalize(eyePosition));

    // specular contribution
    float NdotH = max(dot(eyeNormal, H), 0.0);
    lightColor += specular * pow(NdotH, shininess);


// apply directional light color and saturate result
// to match fixed function behavior
color = min(inColor * lightColor, 1.0);

color.vsh:- #版本 150

in vec4 inVertex;
out vec4 color;

uniform mat4 MVP;
uniform vec4 constantColor;

void main()

gl_Position = MVP * inVertex;
    color = constantColor;

Color.fsh: -

#version 150

in vec4 color;
out vec4 fragColor;

void main()

    fragColor = color;

【问题讨论】:

我应该补充一下 - 我使用的是 15" Macbook Pro,它具有 Nvidia GT 650M 内置显卡。笔记本电脑使用的是 Mavericks。 【参考方案1】:

对于纹理加载,我总是仔细检查我正在使用的模式。 对于您的着色器,我会检查顶点和片段着色器的#version,并确保它与您安装的任何版本的 OpenGL 或您的视频卡支持的任何版本都能很好地配合。我过去经常使用 JOGL,每当我使用 #version 330 而不是 #version 400 时,那是因为我的显卡不是当时最新的型号之一,并且不支持 330 以外的任何着色器。实际上有版本 150 和 400 之间存在相当大的差异,因此如果您在 GL 代码中执行的操作比着色器支持的更高级,则不会加载纹理。 (即 OpenGL 发生了重大变化,不再是固定功能管道,而是所有可编程管道,因此您可以以必须做更多工作为代价进行更多控制......就像自己编写VBO,呵呵) GLSL 中的某些功能也因版本而异,当您回到 150 时,许多较新的功能将无法识别。

这里是着色器语言以及它们与 http://en.wikipedia.org/wiki/OpenGL_Shading_Language 兼容的 OpenGL 版本的一个很好的参考。我知道这只是 wiki,但那里的所有版本映射看起来都是正确的。

另外,我总是要检查法线的方向。如果它们上下颠倒或处于与应有的相反方向(例如指向内部而不是外部),那么您的照明和纹理也将不起作用。

这是我在开始使用较新的着色器版本之前编写的着色器示例:

v.glsl

#version 130
in vec4 vPosition;
in vec4 vColor;
in vec3 vNormal;
in vec2 vTexCoord;
out vec4 color;
out vec3 E,L,N;
out vec2 texCoord;

uniform vec4 LightPosition;
uniform vec4 Projection, Model, View;

void main() 
   vec3 pos = (Model * vPosition).xyz;
   E = normalize((View * vec4(0,0,0,1)).xyz-pos);
   //camera eye
   L = normalize(LightPosition.xyz - pos);
   N = normalize(Model * vec4(vNormal, 0.0)).xyz; //set normal vector
   gl_Position = Projection * View * Model * vPosition; //view mode: Projection
   texCoord = vTextCoord; //output vector of texture coordinates
   color = vColor; //output vector that tells you the color of each vertex

f.glsl

#version 130
in vec4 color;
in vec2 texCoord;
in vec3 N,L,E;

out vec4 fColor;
uniform sampler2D texture;
uniform vec4 GlobalAmbient, AmbientProduct, DiffuseProduct, SpecularProduct;
uniform vec3 LightDirection;

uniform float Shininess, CutoffAngle, LightIntensity;

void main() 
   vec3 D, H;
   //process the spotlight
   D = normalize(LightDirection);
   H = normalize(L+E); //normalize the sum of the Light and Camera (Eye) vectors

   vec4 ambient = vec4(0,0,0,0);
   vec4 diffuse = vec4(0,0,0,1);
   vec4 specular = vec4(0,0,0,1);
   vec4 color = vec4(0,0,0,0);

   //spot coefficient
   float Kc = LightIntensity * max(dot(D,-L)-CutoffAngle,0.0);
   //ambient coefficient
   ambient = (Kc*AmbientProduct) + ambient + GlobalAmbient;
   //diffuse coefficient
   float Kd = max(dot(L,N), 0.0);
   //diffuse component
   diffuse = Kc * Kd * DiffuseProduct + diffuse;
   //specular coefficient
   float Ks = pow(max(dot(E,H), 0.0), Shininess);
   //specular component
   if(dot(L,N) >= 0.0) 
      specular = Kc * Ks * SpecularProduct + specular;
   

   fColor = (color + ambient + diffuse + specular) * texture2D(texture, texCoord);
   fColor.a = 1.0; //fully opaque

我回家后会再看一下这个,因为我喜欢图形。再说一遍,这个着色器代码与 Java 代码(使用 JOGL 库)对话,所以它在 Objective C 中会以不同的方式完成,但想法都是一样的。

还要检查你的 gl 函数调用的顺序——这在很多情况下都会产生影响。

在 ObjC 中,我想你会像这样交出像素数据:

- (GLuint)setupTexture:(NSString *)fileName     

   CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
   if (!spriteImage) 
       NSLog(@"Failed to load image %@", fileName);
       exit(1);
   


   size_t width = CGImageGetWidth(spriteImage);
   size_t height = CGImageGetHeight(spriteImage);

   GLubyte * spriteData = (GLubyte *) calloc(width*height*4, sizeof(GLubyte));

   CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4, 
    CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);    

   CGContextDrawImage(spriteContext, CGRectMake(0, 0, width, height), spriteImage);

   CGContextRelease(spriteContext);

   GLuint texName;
   glGenTextures(1, &texName);
   glBindTexture(GL_TEXTURE_2D, texName);

   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 

   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);

   free(spriteData);        
   return texName; 

【讨论】:

谢谢布列塔尼 - 这非常有用。我刚刚使用 OpenGL Extension Viewer 进行了检查 - 我显然支持 OpenGL Shader 4.1 版。 查看法线 - if(theta >= 4) 行,我猜我已经将 Theta 的范围从 8 增加到 128,我应该在 if 语句中创建值到64?例如: - if(theta >= 64)

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