【发布时间】:2010-07-11 05:42:17
【问题描述】:
我正在为 iPhone 开发一个 OpenGL-ES 生命游戏程序,我有一个包含整个网格的布尔值的数组,我对网格数组所做的是:
grid = (BOOL *)malloc(2*XSize*YSize*sizeof(BOOL));
我想知道将这个线性阵列绘制到屏幕上的好方法。
我尝试创建 Vertices 数组,然后通过 glDrawArray 进行绘图,但我似乎无法正确处理,所以我想知道是否有其他人可以帮助我。这是我现在正在尝试的方法,在渲染时由于某种原因会创建工件:
- (void)GridToVertices {
int current = 0;
for(int y=-backingHeight/2;y<backingHeight/2;y++) {
for(int x=-backingWidth/2;x<backingWidth/2;x++) {
Vertices[current] = x;
Vertices[current+1] = y;
current+=2;
}
}
}
然后像这样渲染它:
- (void)render {
[self GridToVertices];
[self GridToColors];
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
glViewport(0, 0, backingWidth, backingHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float Left = -backingWidth/2;
float Right = backingWidth/2;
float Up = -backingHeight/2;
float Down = backingHeight/2;
glOrthof(Left, Right, Up, Down, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glVertexPointer(2, GL_FLOAT, 0, Vertices);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, Colors);
glEnableClientState(GL_COLOR_ARRAY);
glDrawArrays(GL_POINTS, 0, [grid resolution]);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
【问题讨论】: