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當我紋理渲染,然後繪製同一圖像,似乎讓一切更暗。爲了得到這個圖片:紋理渲染問題阿爾法
http://img24.imageshack.us/img24/8061/87993367.png
我的渲染色彩(1, 1, 1, .8)
左上方到紋理,然後渲染質感,再加上中間方(同色)到另一個紋理,最後是紋理加上右下方(相同顏色)到屏幕上。
正如你所看到的,我每個紋理渲染的時候,一切變得有點暗。
我渲染到紋理的代碼看起來像:(我用在iPhone上的OpenGL ES)
// gen framebuffer
GLuint framebuffer;
glGenFramebuffersOES(1, &framebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);
// gen texture
GLuint texture;
glGenTextures(1, &texture);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
// hook it up
glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, texture, 0);
if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES))
return false;
// set up drawing
glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);
glViewport(0, 0, Screen::Width, Screen::Height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, Screen::Width, 0, Screen::Height, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor4f(1, 1, 1, 1);
// do whatever drawing we'll do here
Draw();
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
有什麼,我做錯了什麼?你需要更多的代碼來弄清楚嗎?這裏可能會發生什麼?
謝謝!我無意中仍在使用'glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA)'而不考慮其分支 – 2009-08-18 19:24:31