【发布时间】:2021-04-26 19:18:18
【问题描述】:
假设我有一个需要 mipmap 的纹理,但我希望 mipmap 完成硬件加速。我决定最好的路线是这样的:
int read = glGenFramebuffers();
int draw = glGenFramebuffers();
int wh = 256;
int glObject = glGenTextures();
glBindTexture(GL_TEXTURE_2D, glObject);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, wh, wh, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
for(int i = 0; i < mipLevels; ++i) {
glBindFramebuffer(GL_FRAMEBUFFER, read);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glObject, i);
glTexImage2D(GL_TEXTURE_2D, i + 1, GL_RGBA8, wh / 2, wh / 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, (ByeBuffer)null);
glBindFramebuffer(GL_FRAMEBUFFER, draw);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glObject, i + 1);
glBindFramebuffer(GL_READ_FRAMEBUFFER, read);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw);
glBlitFramebuffer(0, 0, wh, wh, 0, 0, wh / 2, wh / 2, GL_COLOR_BUFFER_BIT, GL_LINEAR);
wh /= 2;
}
当调用 glCheckFramebufferStatus 时,两个帧缓冲区都在此代码块中返回 INCOMPLETE_ATTACHMENT。我究竟做错了什么?我是否正确分配了空白 mipmap 级别?
【问题讨论】:
标签: opengl-es framebuffer mipmaps