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以下是我的create texture
功能:纹理映射没有一个完整的MIP链启用
- (GLuint)setupTexture:(NSString *)fileName {
// 1
CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
if (!spriteImage) {
NSLog(@"Failed to load image %@", fileName);
exit(1);
}
// 2
size_t kWidth = CGImageGetWidth(spriteImage);
size_t kHeight = CGImageGetHeight(spriteImage);
// 3
GLubyte * spriteData = (GLubyte *) calloc(kWidth*kHeight*4, sizeof(GLubyte));
// 4
GLuint texName;
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA, (int)kWidth, (int)kHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
glGenerateMipmap(GL_TEXTURE_2D);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL_APPLE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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);
glBindTexture(GL_TEXTURE_2D, 0);
return texName;
}
我使用的XCode GPU捕获,并找到这样的错误:
我m新的OpenGL,我该如何解决这个问题?非常感谢!