GL_CLAMP_TO_EDGE应该在NPOT纹理中使用

时间:2012-05-18 09:05:16

标签: iphone cocos2d-iphone opengl-es-2.0

我有两张图片:

  1. PNG(sRGB)64x64(从网络下载)
  2. PNG(sRGB),从fla移植到png,然后从png移植到jpg,然后移植到PNG(sRGB)。
  3. 我正在尝试使用此图像创建的纹理填充多边形:

    CCTexture2D *texture = [[CCTextureCache sharedTextureCache] addImage:spriteName];
    
        polygon = [[[PhisicsFilledPoligon alloc] initWithPoints:points
                             andTexture:texture] autorelease];
    

    PhysicsFilledPolygon是box2d的PhysicsSprite,但是用'draw'方法覆盖:

    -(void) draw 
    {
        ccGLBindTexture2D( [self.texture name] );
    
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    
        ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position | kCCVertexAttribFlag_TexCoords );
    
        [prog use];
        [prog setUniformForModelViewProjectionMatrix];
    
        glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(CGPoint), areaTrianglePoints);
        glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(CGPoint), textureCoordinates);
    
        glDrawArrays(GL_TRIANGLES, 0, areaTrianglePointCount);
    }
    

    当我想要使用第一张图像作为纹理时,一切正常。但由于我正在使用第二个,因此应用程序崩溃并出现错误:

    *** Assertion failure in -[CCTexture2D setTexParameters:], /Users/SentineL/Documents/squirrels ios/squirrels/libs/cocos2d/CCTexture2D.m:743
    2012-05-18 14:42:26.603 squirrels[21436:707] *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'GL_CLAMP_TO_EDGE should be used in NPOT textures'
    

    我试图使用的是什么图像,结果是同样的错误。 Cocos2d版本是2.0 rc0。这是启动cocos2d信息:

    2012-05-18 14:42:25.038 squirrels[21436:707] cocos2d: OS version: 5.1 (0x05010000)
    2012-05-18 14:42:25.041 squirrels[21436:707] cocos2d: GL_VENDOR:   Imagination Technologies
    2012-05-18 14:42:25.042 squirrels[21436:707] cocos2d: GL_RENDERER: PowerVR SGX 543
    2012-05-18 14:42:25.044 squirrels[21436:707] cocos2d: GL_VERSION:  OpenGL ES 2.0 IMGSGX543-63.24
    2012-05-18 14:42:25.047 squirrels[21436:707] cocos2d: GL_MAX_TEXTURE_SIZE: 4096
    2012-05-18 14:42:25.048 squirrels[21436:707] cocos2d: GL_MAX_TEXTURE_UNITS: 8
    2012-05-18 14:42:25.049 squirrels[21436:707] cocos2d: GL_MAX_SAMPLES: 4
    2012-05-18 14:42:25.051 squirrels[21436:707] cocos2d: GL supports PVRTC: YES
    2012-05-18 14:42:25.053 squirrels[21436:707] cocos2d: GL supports BGRA8888 textures: YES
    2012-05-18 14:42:25.054 squirrels[21436:707] cocos2d: GL supports NPOT textures: YES
    2012-05-18 14:42:25.056 squirrels[21436:707] cocos2d: GL supports discard_framebuffer: YES
    2012-05-18 14:42:25.057 squirrels[21436:707] cocos2d: compiled with Profiling Support: NO
    
    2012-05-18 14:42:25.059 squirrels[21436:707] cocos2d: **** WARNING **** CC_ENABLE_GL_STATE_CACHE is disabled. To improve performance, enable it by editing ccConfig.h
    
    2012-05-18 14:42:25.061 squirrels[21436:707] cocos2d: cocos2d v2.0.0-rc0
    2012-05-18 14:42:25.063 squirrels[21436:707] cocos2d: Using Director Type:CCDirectorDisplayLink
    2012-05-18 14:42:25:201 squirrels[21436:707] Retina Display Not supported
    2012-05-18 14:42:25.214 squirrels[21436:707] cocos2d: animation started with frame interval: 60.00
    2012-05-18 14:42:25.234 squirrels[21436:707] cocos2d: surface size: 1024x768
    

    我的问题在哪里?

4 个答案:

答案 0 :(得分:11)

你正在使用Not-Power-Of-Two维度的纹理。

答案 1 :(得分:9)

我认为问题在于:

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

GL_REPEAT不是NPOT纹理的核心OpenGL ES 2.0规范的一部分,只有GL_CLAMP_TO_EDGE,因此不支持GL_REPEAT。

你需要基本上设置GL_CLAMP_TO_EDGE而不是GL_REPEAT,或者使用POT纹理。

答案 2 :(得分:2)

将GL_REPEAT切换为GL_CLAMP_TO_EDGE会删除错误并在我的项目中再次构建,但我失去了重复效果。升级到Cocos2d 2.x之后我不得不这样做。最好的选择,只需使你的图像尺寸为2的幂......(2,4,8,16,32,64,128,256,512,1024,2048)

答案 3 :(得分:0)

魔术词是: CCConfiguration.m: //第122行

supportsNPOT_ = NO; // before it said YES
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