我已經使用Apple的GLImageProcessing示例 - 我將各種濾鏡應用於圖像。我遵循GLImageProcessing Multiple Filters?使它能夠使用兩個過濾器。OpenGL ES:FBO /紋理泄漏內存
蘋果公司的原始示例非常好用,不會泄漏內存。
使用上面提到的問題中的代碼會使應用程序在10-20秒內使用所有的iPhone內存給我一個內存警告並最終導致應用程序崩潰。
我知道這是關係到創建aditional的紋理和幀緩衝對象(FBO的),但我不知道如何正確地管理他們(和它們的內存)
代碼:
void drawGL(int wide, int high, float contrastVal,float brightnessVal)
{
//INIT
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(0, wide, 0, high, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glScalef(wide, high, 1);
glGetIntegerv(GL_FRAMEBUFFER_BINDING_OES, (GLint *)&SystemFBO);
// Create the texture and the FBO the will hold the result of applying the first filter
glGenTextures(1, &ResultTexture);
glBindTexture(GL_TEXTURE_2D, ResultTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, wide, high, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glGenFramebuffersOES(1, &ResultTextureFBO);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, ResultTextureFBO);
glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, ResultTexture, 0);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, ResultTextureFBO);
glBindTexture(GL_TEXTURE_2D, Input.texID);
glViewport(0, 0, wide, high);
brightness(flipquad, contrastVal);
glCheckError();;
glBindFramebufferOES(GL_FRAMEBUFFER_OES, SystemFBO);
glBindTexture(GL_TEXTURE_2D, ResultTexture);
glViewport(0, 0, wide, high);
contrast(fullquad,brightnessVal);
glCheckError();
}
有一個更好的方法嗎?