本文介绍了渲染到iOS下的浮点纹理的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
iPad现在支持 OES_texture_half_float
扩展名。不幸的是我无法将浮点纹理绑定到帧缓冲对象。这是我的尝试:
The iPad now supports the OES_texture_half_float
extension. Unfortunately I'm having trouble binding a floating-point texture to a framebuffer object. Here's my attempt:
GLuint textureHandle;
glGenTextures(1, &textureHandle);
glBindTexture(GL_TEXTURE_2D, textureHandle);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 256, 256, 0, GL_LUMINANCE, GL_HALF_FLOAT_OES, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
assert(GL_NO_ERROR == glGetError()); // this passes
GLuint fboHandle;
glGenFramebuffers(1, &fboHandle);
glBindFramebuffer(GL_FRAMEBUFFER, fboHandle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureHandle, 0);
assert(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)); // this asserts
这在替换 GL_HALF_FLOAT_OES $ c $时工作正常c>使用
GL_UNSIGNED_BYTE
。
这是iOS的限制还是我做错了?
Is this a limitation with iOS or am I doing something incorrectly?
推荐答案
我在这个主题上发布了类似的问题。
I posted a similar question on this topic here.
似乎目前仅支持iPhone 4S和iPad 2,即使它没有明确支持在。
It seems that the OES_texture_float extension is currently only supported on iPhone 4S and iPad 2, even though it's not explicitly mentioned in Apple's guide.
感谢kal21为。
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