Android opengl 1.1渲染到纹理1286错误(无效的帧缓冲区操作)



我正在尝试在我的android游戏中实现运动模糊效果。

经过大量研究,我发现最好的方法是使用帧缓冲区对象将上一帧保存为纹理,并在当前帧的顶部渲染。因此,看到一些关于如何做这样的事情的好教程,我最终得到了这段代码,它基本上**在纹理上渲染我的场景,然后将纹理绘制到默认的帧缓冲区。

它只在gl.glGetError()中绘制了一个带有1286(无效帧缓冲区操作)错误的白色纹理**

解决:问题似乎是两个纹理维度的非幂,正如Jean所说的

int[] fb, depthRb, renderTex; 
int texW = 480 * 2; 
int texH = 800 * 2; 
IntBuffer texBuffer;
int[] buf = new int[texW * texH];
GL11ExtensionPack gl11ep ;
void setup(GL10 gl)
{
    gl11ep=(GL11ExtensionPack)gl;           
    fb = new int[1];
    depthRb = new int[1];
    renderTex = new int[1];
    gl11ep.glGenFramebuffersOES(1, fb, 0);
    gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer
    gl.glGenTextures(1, renderTex, 0);// generate texture
    gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);
    texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer();
    gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGB, texW, texH, 0, GL10.GL_RGB, GL10.GL_UNSIGNED_SHORT_5_6_5, texBuffer);

    gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]);
    gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH);
}
boolean RenderStart(GL10 gl)
{
    // Bind the framebuffer
    gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]);
    // specify texture as color attachment
    gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0);
    // attach render buffer as depth buffer
    gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]);
    int error = gl.glGetError();
    if (error != GL10.GL_NO_ERROR) {
                  Tools.con("Background Load GLError: " + error) ;//here the 1286 error
    }
    int status = gl11ep.glCheckFramebufferStatusOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES);
    if (status != GL11ExtensionPack.GL_FRAMEBUFFER_COMPLETE_OES)//here always geting true
    {
        return false;
    }
    return true;
}
void RenderEnd(GL10 gl)
{
    gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, 0);
    gl.glClearColor(0f, 0f, 0f, 1.0f);
    gl.glClear( gl.GL_DEPTH_BUFFER_BIT | gl.GL_COLOR_BUFFER_BIT);
    gl.glEnable(GL10.GL_TEXTURE_2D);
    gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]);
    gl.glColor4f(1,1,1,1);
    ((GL11Ext) gl).glDrawTexfOES(0, 0, 0,800, 480);
    gl.glDisable(GL10.GL_TEXTURE_2D);
}

public void onDrawFrame(GL10 gl)
    {
    this.RenderStart(gl);
    render(gl);//render scene
    this.RenderEnd(gl);
    }
public void onSurfaceCreated(GL10 gl, EGLConfig config)
    {
       ...
       setup(gl);
    }

您可能应该使纹理的高度和宽度为2的幂(即512x512,或者更小,因为它只用于模糊效果)。几乎每一个具有硬件加速功能的设备都需要它。测试这一点的快速方法是将其运行到模拟器中(仅作为软件,如果它支持代码中所需的所有其他功能,它应该可以工作)

相关内容

最新更新