大于窗口大小的渲染缓冲区-OpenGL [英] Renderbuffers larger than window size - OpenGL

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本文介绍了大于窗口大小的渲染缓冲区-OpenGL的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我正在尝试绘制大于屏幕尺寸(即320x480)的渲染缓冲区(512x512).

I'm trying to draw to a renderbuffer (512x512) that's larger than the screen size (i.e., 320x480).

在执行glReadPixels之后,图像看起来是正确的,除非图像的尺寸超过屏幕尺寸的尺寸-在此示例中,水平超过320,垂直超过480.是什么导致此异常?有什么我想念的吗? 当窗口大小> =渲染缓冲区的大小时,此代码绝对可以正常工作.

After doing a glReadPixels, the image looks correct, except once the dimensions of the image exceed that of the screen size- in this example, past 320 horizontal and 480 vertical. What causes this anomaly? Is there something I'm missing? When the window size is >= the size of the renderbuffer, this code works absolutely fine.

已渲染到缓冲区&的示例图像glReadPixel'd: http://img593.imageshack.us/img593/3220/rendertobroke.png

Example image that was rendered to the buffer & glReadPixel'd: http://img593.imageshack.us/img593/3220/rendertobroke.png

unsigned int canvasFrameBuffer;
bglGenFramebuffers(1, &canvasFrameBuffer);
bglBindFramebuffer(BGL_RENDERBUFFER, canvasFrameBuffer);

// Attach renderbuffer
unsigned int canvasRenderBuffer;
bglGenRenderbuffers(1, &canvasRenderBuffer);
bglBindRenderbuffer(BGL_RENDERBUFFER, canvasRenderBuffer);
bglRenderbufferStorage(BGL_RENDERBUFFER, BGL_RGBA4, width, height);
bglFramebufferRenderbuffer(BGL_FRAMEBUFFER, BGL_COLOR_ATTACHMENT0, BGL_RENDERBUFFER, canvasRenderBuffer);

bglViewport(0, 0, width, height);

Matrix::matrix_t identity, colorMatrix;
Matrix::LoadIdentity(&identity);
Matrix::LoadIdentity(&colorMatrix);
bglClearColor(1.0f, 1.0f, 1.0f, 1.0f);
bglClear(BGL_COLOR_BUFFER_BIT);

Vector::vector_t oldPos, oldScale;
Vector::Copy(&oldPos, &pos);
Vector::Mul(&pos, 0.0f);
Vector::Copy(&oldScale, &scale);
Vector::Load(&scale, 1, 1, 1);
int oldHAlign = halignment;
int oldVAlign = valignment;
halignment = Font::HALIGN_LEFT;
valignment = Font::VALIGN_BOTTOM;
float oldXRatio = vid.xratio;
float oldYRatio = vid.yratio;
vid.xratio = 1;
vid.yratio = 1;
Drawing::Set2D(this->size.x, this->size.y); // glOrtho and setup projection/modelview matrices
Draw(&identity, &colorMatrix);
Vector::Copy(&pos, &oldPos);
Vector::Copy(&scale, &oldScale);
halignment = oldHAlign;
valignment = oldVAlign;
vid.xratio = oldXRatio;
vid.yratio = oldYRatio;

byte *buffer = (byte*)Z_Malloc(width * height * 3, ZT_STATIC);
bglPixelStorei(BGL_PACK_ALIGNMENT, 1);
bglReadPixels(0, 0, width, height, BGL_RGB, BGL_UNSIGNED_BYTE, buffer);

byte *final = RGBtoLuminance(buffer, width, height);

SaveTGA("canvas.tga", final, width, height, 1);

Z_Free(buffer);

// unbind frame buffer
bglBindRenderbuffer(BGL_RENDERBUFFER, 0);
bglBindFramebuffer(BGL_FRAMEBUFFER, 0);
bglDeleteRenderbuffers(1, &canvasRenderBuffer);
bglDeleteFramebuffers(1, &canvasFrameBuffer);

bglViewport(0, 0, vid.width, vid.height);

推荐答案

这就是答案.

更改此行: bglBindFramebuffer(BGL_RENDERBUFFER,canvasFrameBuffer);

Change this line: bglBindFramebuffer(BGL_RENDERBUFFER, canvasFrameBuffer);

对此: bglBindFramebuffer(BGL_FRAMEBUFFER,canvasFrameBuffer);

to this: bglBindFramebuffer(BGL_FRAMEBUFFER, canvasFrameBuffer);

这篇关于大于窗口大小的渲染缓冲区-OpenGL的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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