2016-02-26 94 views
0

我将图像作为纹理添加到金属球体中。使用swift 2.0,但我得到一个错误CGBitmapInfo(选项),它说:不能用类型'(UInt32)'的参数列表调用类型'CGBitmapInfo'的初始值设定项...任何人都知道如何解决它?这里是我的代码:无法使用类型为'(UInt32)'的参数列表调用类型为'CGBitmapInfo'的初始值设定项。

func textureForImage(image:UIImage, device:MTLDevice) -> MTLTexture? 
{ 
    let imageRef = image.CGImage 

    let width = CGImageGetWidth(imageRef) 
    let height = CGImageGetHeight(imageRef) 
    let colorSpace = CGColorSpaceCreateDeviceRGB() 

    let rawData = calloc(height * width * 4, sizeof(UInt8)) 

    let bytesPerPixel = 4 
    let bytesPerRow = bytesPerPixel * width 
    let bitsPerComponent = 8 

    let options = CGImageAlphaInfo.PremultipliedLast.rawValue | CGBitmapInfo.ByteOrder32Big.rawValue 

    let context = CGBitmapContextCreate(rawData, 
             width, 
             height, 
             bitsPerComponent, 
             bytesPerRow, 
             colorSpace, 
             CGBitmapInfo(options)) 


    CGContextDrawImage(context, CGRectMake(0, 0, CGFloat(width), CGFloat(height)), imageRef) 

    let textureDescriptor = MTLTextureDescriptor.texture2DDescriptorWithPixelFormat(.RGBA8Unorm, 
                        width: Int(width), 
                        height: Int(height), 
                        mipmapped: true) 
    let texture = device.newTextureWithDescriptor(textureDescriptor) 

    let region = MTLRegionMake2D(0, 0, Int(width), Int(height)) 

    texture.replaceRegion(region, 
          mipmapLevel: 0, 
          slice: 0, 
          withBytes: rawData, 
          bytesPerRow: bytesPerRow, 
          bytesPerImage: bytesPerRow * height) 

    free(rawData) 

    return texture 
} 
+1

检查了这一点 - http://stackoverflow.com/questions/24109149/cgbitmapcontextcreate-error-with-swift – Shripada

+0

好〜谢谢你... – Eleanor

回答

2

在斯威夫特的当前版本中,CGBitmapContextCreate的最后一个参数是一个UInt32,所以代替上述CGBitmapInfo(options),你应该只通过options(分配给options表达推断有类型UInt32)。

+0

谢谢~~~修正它~~~顺便说一句,酷教程关于金属~~~ – Eleanor

+0

谢谢!我很高兴它受到好评。 – warrenm

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