您的问题几乎可以肯定是您绑定了 400 次纹理,而不是其他任何东西。您应该将所有图块放在一个大的纹理图集/精灵表中,而不是重新绑定您的纹理,您应该只绑定一次图集,然后绘制它的一小部分。如果这样做,您应该能够绘制数千个图块而不会真正减速。
你可以像这样画你的精灵:
//Push the matrix so we can keep it as it was previously.
glPushMatrix();
//Store the coordinates/dimensions from a rectangle.
float x = CGRectGetMinX(rect);
float y = CGRectGetMinY(rect);
float w = CGRectGetWidth(rect);
float h = CGRectGetHeight(rect);
float xOffset = x;
float yOffset = y;
if (rotation != 0.0f)
{
//Translate the OpenGL context to the center of the sprite for rotation.
glTranslatef(x+w/2, y+h/2, 0.0f);
//Apply the rotation over the Z axis.
glRotatef(rotation, 0.0f, 0.0f, 1.0f);
//Have an offset for the top left corner.
xOffset = -w/2;
yOffset = -h/2;
}
// Set up an array of values to use as the sprite vertices.
GLfloat vertices[] =
{
xOffset, yOffset,
xOffset, yOffset+h,
xOffset+w, yOffset+h,
xOffset+w, yOffset,
};
// Set up an array of values for the texture coordinates.
GLfloat texcoords[] =
{
CGRectGetMinX(clippingRect), CGRectGetMinY(clippingRect),
CGRectGetMinX(clippingRect), CGRectGetHeight(clippingRect),
CGRectGetWidth(clippingRect), CGRectGetHeight(clippingRect),
CGRectGetWidth(clippingRect), CGRectGetMinY(clippingRect),
};
//If the image is flipped, flip the texture coordinates.
if (flipped)
{
texcoords[0] = CGRectGetWidth(clippingRect);
texcoords[2] = CGRectGetWidth(clippingRect);
texcoords[4] = CGRectGetMinX(clippingRect);
texcoords[6] = CGRectGetMinX(clippingRect);
}
//Render the vertices by pointing to the arrays.
glVertexPointer(2, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
// Set the texture parameters to use a linear filter when minifying.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//Allow transparency and blending.
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//Enable 2D textures.
glEnable(GL_TEXTURE_2D);
//Bind this texture.
if ([Globals getLastTextureBound] != texture)
{
glBindTexture(GL_TEXTURE_2D, texture);
}
//Finally draw the arrays.
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//Restore the model view matrix to prevent contamination.
glPopMatrix();
我使用的两个 CGRect 只是为了方便。您可以指定绘制图像的 X、Y、宽度和高度,并且可以使用 clippingRect 指定要在图像中绘制的位置。使用裁剪矩形, (0, 0, 1, 1) 是整个图像,而 (0, 0, 0.25, 0.25) 只会绘制左上角。通过更改裁剪矩形,您可以将各种不同的瓦片放在同一个纹理中,然后您只需绑定一次。便宜很多。