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我正在使用绘制glDrawArrays绘制GL_LINE_STRIP并希望使它们平滑。我在这里看到几个问题,人们推荐使用glEnable(GL_LINE_SMOOTH)和glHint(GL_LINE_SMOOTH_HINT,GL_NICEST),但是当我这样做时,我得到一个错误。这里是我的代码:OpenGL ES 2.0 GLKit GL_LINE_SMOOTH错误
- (void)setupGL
{
[EAGLContext setCurrentContext:self.context];
self.effect = [[[GLKBaseEffect alloc] init] autorelease];
self.effect.light0.enabled = GL_FALSE;
self.effect.light1.enabled = GL_FALSE;
self.effect.light2.enabled = GL_FALSE;
self.effect.lightModelAmbientColor = GLKVector4Make(0.0f, 0.0f, 0.0f, 1.0f);
glDisable(GL_DEPTH_TEST);
// glEnable(GL_LINE_SMOOTH);
// glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glGenVertexArraysOES(1, &_vertexArray);
glBindVertexArrayOES(_vertexArray);
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, VERTEX_POS_DATA_SIZE, GL_FLOAT, GL_FALSE, VERTEX_DATA_SIZE * sizeof(GLfloat), BUFFER_OFFSET(0));
glEnableVertexAttribArray(GLKVertexAttribColor);
glVertexAttribPointer(GLKVertexAttribColor, VERTEX_COLOR_DATA_SIZE, GL_FLOAT, GL_FLOAT, VERTEX_DATA_SIZE * sizeof(GLfloat), BUFFER_OFFSET(VERTEX_POS_DATA_SIZE * sizeof(GLfloat)));
glLineWidth(10.0);
}
如果我取消注释(或两者)这些行,我会得到GL错误。有什么想法吗?
我很确定'GL_LINE_SMOOTH'在iOS OpenGL ES实现中不受支持。您可能需要找到另一种方法为您的线条进行抗锯齿。 –