gpt4 book ai didi

ios - OpenGL ES 2.0 绘制不显示任何内容的简单三角形

转载 作者:行者123 更新时间:2023-12-03 14:39:30 26 4
gpt4 key购买 nike

我完全没有想法。

我有 OpenGL ES 2.0 编程指南书,我有 Apple 的模板 OpenGL ES 2.0 代码,我已关注此页面:http://open.gl/drawing

我似乎无法绘制一个简单的三角形,我不确定我做错了什么。

注意:我也有一个 GameViewController.xib 文件,它是 GLKView 的子类,就像 Apple 的模板代码一样。

我的顶点着色器:

attribute vec4 position;

void main()
{
gl_Position = position;
}

我的片段着色器:

void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}

我的 GameViewController 头文件:

#import <UIKit/UIKit.h>
#import <GLKit/GLKit.h>

@interface GameViewController : GLKViewController

@end

我的 GameViewController 实现文件:

#import "GameViewController.h"

const GLfloat vertices[] =
{
0.0f, 0.5f,
-0.5f, -0.5f,
0.5f, -0.5f
};

// Class extension to keep data private
@interface GameViewController()
{
// vertex buffer object
GLuint vbo;

// vertex array object
GLuint vao;

// shader program
GLuint shaderProgram;
}

@property (strong, nonatomic) EAGLContext *context;
@property (strong, nonatomic) GLKBaseEffect *effect;

@end

@implementation GameViewController

// setup our OpenGL context
-(void)viewDidLoad
{
[super viewDidLoad];

[self setupContext];

// -------------------------------------------------------------
// create a vertex array object that will hold
// all the linking between attributes and vertex data
// -------------------------------------------------------------
[self createVertexArrayObject];

[self createVertexBufferObject];

[self loadShaders];

[self checkErrors];
}

-(void)checkErrors
{
GLenum error = glGetError();

switch (error) {
case GL_NO_ERROR:
NSLog(@"No errors");
break;
case GL_INVALID_ENUM:
NSLog(@"An unacceptable value is specified for an enumerated argument. The offending command is ignored and has no other side effect than to set the error flag.");
break;
case GL_INVALID_VALUE:
NSLog(@"A numeric argument is out of range. The offending command is ignored and has no other side effect than to set the error flag.");
break;
case GL_INVALID_OPERATION:
NSLog(@"The specified operation is not allowed in the current state. The offending command is ignored and has no other side effect than to set the error flag.");
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
NSLog(@"The frameBuffer object is not complete. The offending command is ignored and has no other side effect than to set the error flag.");
break;
case GL_OUT_OF_MEMORY:
NSLog(@"There is not enough memory left to execute the command. The state of the GL is undefined, except for the state of the error flags, after this error is recorded.");
break;
case GL_STACK_UNDERFLOW:
NSLog(@"An attempt has been made to perform an operation that would cause an internal stack to underflow.");
break;
case GL_STACK_OVERFLOW:
NSLog(@"An attempt has been made to perform an operation that would cause an internal stack to overflow.");
break;
default:
break;
}
}

#pragma mark - Setup Context -

-(void)setupContext
{
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];

if(!self.context)
{
NSLog(@"Failed to create OpenGL ES Context");
}

// tell our view the context is an OpenGL context
GLKView *view = (GLKView *)self.view;
view.context = self.context;
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;

[EAGLContext setCurrentContext:self.context];

self.effect = [[GLKBaseEffect alloc] init];

glEnable(GL_DEPTH_TEST);
}

#pragma mark - Vertex Array Object Methods -

-(void)createVertexArrayObject
{
glGenVertexArraysOES(1, &vao);
glBindVertexArrayOES(vao);
}

#pragma mark - Create Vertex Buffer Object Method -

-(void)createVertexBufferObject;
{
glGenBuffers(1, &vbo); // Generate 1 memory buffer for the VBO

// Make our VBO the current buffer object to receive data
glBindBuffer(GL_ARRAY_BUFFER, vbo);

// -------------------------------------------------------------
// Start copying data to our VBO
//
// GL_STATIC_DRAW will upload once and drawn many times
// -------------------------------------------------------------
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

}

#pragma mark - Shader Code -

-(void)loadShaders
{
// load both vertex shader and fragment shader
GLuint vertexShader = [self compileVertexShader];
GLuint fragmentShader = [self compileFragmentShader];

// create a shader program from the vertex shader and fragment shader
shaderProgram = [self combineVertexShader:vertexShader AndFragmentShader:fragmentShader];

// linking vertex data and attributes
GLint positionAttrib = glGetAttribLocation(shaderProgram, "position");

glVertexAttribPointer(positionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);

glEnableVertexAttribArray(positionAttrib);
}

-(GLuint)compileVertexShader
{
// get the path to the shader file as a C string
const GLchar *vertexShaderPath = (GLchar *)[[NSString stringWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"]
encoding:NSUTF8StringEncoding
error:nil] UTF8String];

GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderPath, NULL);
glCompileShader(vertexShader);

// Checking if shader compiled properly
GLint status;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);

if(status == GL_TRUE)
{
NSLog(@"Vertex shader compiled correctly");
}
else
{
NSLog(@"Vertex shader compiled failed");
}

GLint logLength;
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(vertexShader, logLength, &logLength, log);
NSLog(@"Vertex Shader compile log:\n%s", log);
free(log);
}

return vertexShader;
}

-(GLuint)compileFragmentShader
{
// get the path to the shader as a C string
const GLchar *fragmentShaderPath = (GLchar *)[[NSString stringWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"]
encoding:NSUTF8StringEncoding
error:nil] UTF8String];

GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderPath, NULL);
glCompileShader(fragmentShader);

// Checking if shader compiled properly
GLint status;
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);

if(status == GL_TRUE)
{
NSLog(@"Fragment shader compiled correctly");
}
else
{
NSLog(@"Fragment shader compiled failed");
}

GLint logLength;
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(fragmentShader, logLength, &logLength, log);
NSLog(@"Fragment Shader compile log:\n%s", log);
free(log);
}

return fragmentShader;
}

-(void)linkProgram:(GLuint)paramShaderProgram
{
// link shader to program now and become active shader program
glLinkProgram(paramShaderProgram);

GLint status;
// test if the program linked correctly
glGetProgramiv(paramShaderProgram, GL_LINK_STATUS, &status);

if(status == GL_TRUE)
{
NSLog(@"Shader program linked correctly");
}
else
{
NSLog(@"Shader program linked failed");
}
}

-(void)validateProgram:(GLuint)paramShaderProgram
{
GLint status, logLength;

glValidateProgram(paramShaderProgram);

glGetProgramiv(paramShaderProgram, GL_VALIDATE_STATUS, &status);

if(status == GL_TRUE)
{
NSLog(@"Shader program validated correctly");
}
else
{
NSLog(@"Shader program validate failed");
}

glGetProgramiv(paramShaderProgram, GL_INFO_LOG_LENGTH, &logLength);

if(logLength > 0)
{
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(paramShaderProgram, logLength, &logLength, log);
NSLog(@"Program validate log:\n%s", log);
free(log);
}
}

-(GLuint)combineVertexShader:(GLuint)paramVertexShader AndFragmentShader:(GLuint)paramFragmentShader
{
GLuint newShaderProgram = glCreateProgram();

glAttachShader(newShaderProgram, paramVertexShader);
glAttachShader(newShaderProgram, paramFragmentShader);

[self linkProgram:newShaderProgram];

[self validateProgram:newShaderProgram];

// start using shader now, will use the active shader program
glUseProgram(newShaderProgram);

return newShaderProgram;
}

#pragma mark - GLKViewController Render Delegate Methods -

-(void)setupViewport
{
glViewport(0, 0, self.view.bounds.size.width, self.view.bounds.size.height);

self.effect.transform.projectionMatrix = GLKMatrix4MakeOrtho(-3, 3, -2, 2, 1, -1);
}

-(void)update
{
[self setupViewport];
}

-(void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);

[self.effect prepareToDraw];

glDrawArrays(GL_TRIANGLES, 0, 3);
}

#pragma mark - Cleanup Memory -

-(void)tearDownContext
{
[EAGLContext setCurrentContext:self.context];

// delete vertex buffer object and vertex array object
glDeleteBuffers(1, &vbo);
glDeleteVertexArraysOES(1, &vao);

// delete shader program
if(shaderProgram)
{
glDeleteProgram(shaderProgram);
shaderProgram = 0;
}

// unset OpenGL context
if ([EAGLContext currentContext] == self.context)
{
[EAGLContext setCurrentContext:nil];
}

self.context = nil;
}

-(void)dealloc
{
[self tearDownContext];
}

-(void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];

if([self isViewLoaded] && self.view.window == nil)
{
self.view = nil;

[self tearDownContext];

if([EAGLContext currentContext] == self.context)
{
[EAGLContext setCurrentContext:nil];
}

self.context = nil;
}

// Dispose of any resources that can be recreated
}

@end

我所看到的只是我清除颜色后的灰色背景屏幕。

如果有人能指出我哪里做错了,那就太好了。

编辑

我决定抛开个人对 Ray 网站的厌恶,硬着头皮完成本教程:

http://www.raywenderlich.com/3664/opengl-es-2-0-for-iphone-tutorial

本教程不使用 GLKit,这是一个额外的好处,因为学习者编写自己的帧缓冲区和渲染缓冲区,并将它们呈现在屏幕上。

我觉得这比使用 GLKit 更接近 OpenGL ES 2.0 管道。

正如 Ricardo 所建议的那样,在这个时间点上使用 GLKit 比理解它的值(value)要付出更多的努力。

我还强烈建议使用上面 Ray 的网站教程链接来运行一个工作程序,而不是尝试遵循 Apple 的模板代码。

就我而言,苹果的模板代码和书上有太多的矛盾,造成了很多时间的浪费。

对于那些仍然对使用 GLKit 方法感兴趣的人,我还使用 GLKit 解决了这个问题。

解决方案是结合设置我的投影矩阵和绑定(bind)正确的顶点着色器位置属性位置。

我还想指出一个非常重要的注意事项是:

确保目标的复制捆绑资源具有顶点和片段着色器!

我正处于三角形为黑色的位置,无论我在片段着色器文件中键入什么,我都无法更改三角形的颜色。问题是默认情况下这些着色器文件不会复制到包资源。

无论如何,下面完整地提供了我的工作更新代码:

#import "GameViewController.h"

#define BUFFER_OFFSET(i) ((char *)NULL + (i))

// Uniform index.
enum
{
UNIFORM_MODELVIEWPROJECTION_MATRIX,
UNIFORM_NORMAL_MATRIX,
NUM_UNIFORMS
};
GLint uniforms[NUM_UNIFORMS];

// Attribute index.
enum
{
ATTRIB_VERTEX,
ATTRIB_NORMAL,
NUM_ATTRIBUTES
};


const GLfloat vertices[] =
{
0.0f, 0.5f,
-0.5f, -0.5f,
0.5f, -0.5f
};

// Class extension to keep data private
@interface GameViewController()
{
// vertex buffer object
GLuint vbo;

// vertex array object
GLuint vao;

// shader program
GLuint shaderProgram;

GLKMatrix4 modelViewProjectionMatrix;
GLKMatrix3 normalMatrix;
}

@property (strong, nonatomic) EAGLContext *context;
@property (strong, nonatomic) GLKBaseEffect *effect;

@end

@implementation GameViewController

// setup our OpenGL context
-(void)viewDidLoad
{
[super viewDidLoad];

[self setupContext];

[self loadShaders];

// -------------------------------------------------------------
// create a vertex array object that will hold
// all the linking between attributes and vertex data
// -------------------------------------------------------------
[self createVertexArrayObject];

[self createVertexBufferObject];

[self linkAttributes];

[self checkErrors];
}

-(void)checkErrors
{
GLenum error = glGetError();

switch (error) {
case GL_NO_ERROR:
NSLog(@"No errors");
break;
case GL_INVALID_ENUM:
NSLog(@"An unacceptable value is specified for an enumerated argument. The offending command is ignored and has no other side effect than to set the error flag.");
break;
case GL_INVALID_VALUE:
NSLog(@"A numeric argument is out of range. The offending command is ignored and has no other side effect than to set the error flag.");
break;
case GL_INVALID_OPERATION:
NSLog(@"The specified operation is not allowed in the current state. The offending command is ignored and has no other side effect than to set the error flag.");
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
NSLog(@"The frameBuffer object is not complete. The offending command is ignored and has no other side effect than to set the error flag.");
break;
case GL_OUT_OF_MEMORY:
NSLog(@"There is not enough memory left to execute the command. The state of the GL is undefined, except for the state of the error flags, after this error is recorded.");
break;
case GL_STACK_UNDERFLOW:
NSLog(@"An attempt has been made to perform an operation that would cause an internal stack to underflow.");
break;
case GL_STACK_OVERFLOW:
NSLog(@"An attempt has been made to perform an operation that would cause an internal stack to overflow.");
break;
default:
break;
}
}

#pragma mark - Setup Context -

-(void)setupContext
{
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];

if(!self.context)
{
NSLog(@"Failed to create OpenGL ES Context");
}

// tell our view the context is an OpenGL context
GLKView *view = (GLKView *)self.view;
view.context = self.context;
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;

[EAGLContext setCurrentContext:self.context];

self.effect = [[GLKBaseEffect alloc] init];

//glEnable(GL_DEPTH_TEST);
}

#pragma mark - Vertex Array Object Methods -

-(void)createVertexArrayObject
{
glGenVertexArraysOES(1, &vao);
glBindVertexArrayOES(vao);
}

#pragma mark - Create Vertex Buffer Object Method -

-(void)createVertexBufferObject;
{
glGenBuffers(1, &vbo); // Generate 1 memory buffer for the VBO

// Make our VBO the current buffer object to receive data
glBindBuffer(GL_ARRAY_BUFFER, vbo);

// -------------------------------------------------------------
// Start copying data to our VBO
//
// GL_STATIC_DRAW will upload once and drawn many times
// -------------------------------------------------------------
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
}

-(void)linkAttributes
{
/*
// linking vertex data and attributes
GLint positionAttrib = glGetAttribLocation(shaderProgram, "position");
glVertexAttribPointer(positionAttrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(positionAttrib);
*/

glVertexAttribPointer(GLKVertexAttribPosition, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(GLKVertexAttribPosition);

glBindVertexArrayOES(0);
}

#pragma mark - Shader Code -

-(void)loadShaders
{
shaderProgram = glCreateProgram();

// load both vertex shader and fragment shader
GLuint vertexShader = [self compileVertexShader];
GLuint fragmentShader = [self compileFragmentShader];

// create a shader program from the vertex shader and fragment shader
[self combineVertexShader:vertexShader AndFragmentShader:fragmentShader];

[self linkProgram:shaderProgram];


// Release vertex and fragment shaders.
if (vertexShader) {
glDetachShader(shaderProgram, vertexShader);
glDeleteShader(vertexShader);
}
if (fragmentShader) {
glDetachShader(shaderProgram, fragmentShader);
glDeleteShader(fragmentShader);
}

//NSLog(@"uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] before = %d", uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX]);

uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(shaderProgram, "modelViewProjectionMatrix");

//NSLog(@"uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] after = %d", uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX]);
}

-(GLuint)compileVertexShader
{
// get the path to the shader file as a C string
const GLchar *vertexShaderPath = (GLchar *)[[NSString stringWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"]
encoding:NSUTF8StringEncoding
error:nil] UTF8String];

GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderPath, NULL);
glCompileShader(vertexShader);

// Checking if shader compiled properly
GLint status;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);

if(status == GL_TRUE)
{
NSLog(@"Vertex shader compiled correctly");
}
else
{
NSLog(@"Vertex shader compiled failed");
}

GLint logLength;
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(vertexShader, logLength, &logLength, log);
NSLog(@"Vertex Shader compile log:\n%s", log);
free(log);
}

return vertexShader;
}

-(GLuint)compileFragmentShader
{
// get the path to the shader as a C string
const GLchar *fragmentShaderPath = (GLchar *)[[NSString stringWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"]
encoding:NSUTF8StringEncoding
error:nil] UTF8String];

GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderPath, NULL);
glCompileShader(fragmentShader);

// Checking if shader compiled properly
GLint status;
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);

if(status == GL_TRUE)
{
NSLog(@"Fragment shader compiled correctly");
}
else
{
NSLog(@"Fragment shader compiled failed");
}

GLint logLength;
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(fragmentShader, logLength, &logLength, log);
NSLog(@"Fragment Shader compile log:\n%s", log);
free(log);
}

return fragmentShader;
}

-(void)combineVertexShader:(GLuint)paramVertexShader AndFragmentShader:(GLuint)paramFragmentShader
{
glAttachShader(shaderProgram, paramVertexShader);
glAttachShader(shaderProgram, paramFragmentShader);

glBindAttribLocation(shaderProgram, GLKVertexAttribPosition, "position");

//[self validateProgram:shaderProgram];
}

-(void)linkProgram:(GLuint)paramShaderProgram
{
// link shader to program now and become active shader program
glLinkProgram(paramShaderProgram);

GLint status;
// test if the program linked correctly
glGetProgramiv(paramShaderProgram, GL_LINK_STATUS, &status);

if(status == GL_TRUE)
{
NSLog(@"Shader program linked correctly");
}
else
{
NSLog(@"Shader program linked failed");
}

GLint logLength;
glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(shaderProgram, logLength, &logLength, log);
NSLog(@"Program link log:\n%s", log);
free(log);
}
}

-(void)validateProgram:(GLuint)paramShaderProgram
{
GLint status, logLength;

glValidateProgram(paramShaderProgram);

glGetProgramiv(paramShaderProgram, GL_VALIDATE_STATUS, &status);

if(status == GL_TRUE)
{
NSLog(@"Shader program validated correctly");
}
else
{
NSLog(@"Shader program validate failed");
}

glGetProgramiv(paramShaderProgram, GL_INFO_LOG_LENGTH, &logLength);

if(logLength > 0)
{
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(paramShaderProgram, logLength, &logLength, log);
NSLog(@"Program validate log:\n%s", log);
free(log);
}
}

#pragma mark - GLKViewController Render Delegate Methods -

-(void)setupViewport
{
//float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height);

//GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 1.0f, -10.0f);
GLKMatrix4 projectionMatrix = GLKMatrix4MakeOrtho(-1, 1, -1, 1, 1, -1);
self.effect.transform.projectionMatrix = projectionMatrix;

GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 0.0f);
self.effect.transform.modelviewMatrix = modelViewMatrix;

modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);

glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, GL_FALSE, modelViewProjectionMatrix.m);
glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, normalMatrix.m);
}

-(void)update
{
[self setupViewport];
}

-(void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);

glBindVertexArrayOES(vao);

[self.effect prepareToDraw];

glUseProgram(shaderProgram);

glDrawArrays(GL_TRIANGLES, 0, 3);
}

#pragma mark - Cleanup Memory -

-(void)tearDownContext
{
[EAGLContext setCurrentContext:self.context];

// delete vertex buffer object and vertex array object
glDeleteBuffers(1, &vbo);
glDeleteVertexArraysOES(1, &vao);

// delete shader program
if(shaderProgram)
{
glDeleteProgram(shaderProgram);
shaderProgram = 0;
}

// unset OpenGL context
if ([EAGLContext currentContext] == self.context)
{
[EAGLContext setCurrentContext:nil];
}

self.context = nil;
}

-(void)dealloc
{
[self tearDownContext];
}

-(void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];

if([self isViewLoaded] && self.view.window == nil)
{
self.view = nil;

[self tearDownContext];

if([EAGLContext currentContext] == self.context)
{
[EAGLContext setCurrentContext:nil];
}

self.context = nil;
}

// Dispose of any resources that can be recreated
}

@end

希望对其他人有所帮助。

最佳答案

忘记 Apple 的 OpenGL ES 2.0 模板代码吧。如果您是初学者,那么其中有太多内容无法正确理解,而且它混合了 OpenGL ES 1.1 (GLKBaseEffect) 和 2.0(着色器)。

您最好从头开始创建应用并了解 GLKit 和着色器的优缺点。

本教程使用 GLKBaseEffect 的固定管道功能对 GLKit 进行了很好的介绍:

如果您想更深入地了解并学习如何在 iPhone 环境中使用着色器,我强烈推荐这本书:

最终,您可能希望结合使用 GLKView 来绕过所有缓冲区样板代码,并使用着色器来最好地控制您的程序。OpenGL ES 有一个艰难的学习曲线,但一旦你克服了第一个障碍,事情就会变得更加清晰。

关于ios - OpenGL ES 2.0 绘制不显示任何内容的简单三角形,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/14012780/

26 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com