openGL ES 视网膜支持 [英] openGL ES retina support
问题描述
我正在尝试让 avTouch 示例代码应用程序在视网膜显示器上运行.有人做过吗?
I'm trying to get the avTouch sample code app to run on the retina display. Has anyone done this?
在 CALevelMeter 类中,我尝试了以下方法:
In the CALevelMeter class, I've tried the following:
- (id)initWithCoder:(NSCoder *)coder {
if (self = [super initWithCoder:coder]) {
CGFloat f = self.contentScaleFactor;
if ([self respondsToSelector:@selector(contentScaleFactor)])
{
self.contentScaleFactor = [[UIScreen mainScreen] scale];
}
f = self.contentScaleFactor;
_showsPeaks = YES;
_channelNumbers = [[NSArray alloc] initWithObjects:[NSNumber numberWithInt:0], nil];
_vertical = NO;
_useGL = YES;
_meterTable = new MeterTable(kMinDBvalue);
[self layoutSubLevelMeters];
[self registerForBackgroundNotifications];
}
return self;
}
并将 contentScaleFactor 设置为2".太好了,这是意料之中的.但随后在 layoutSubviews 中,CALevelMeter 框架仍然是应有的 1/2.
and it sets the contentScaleFactor to "2". Great, that was expected. But then in the layoutSubviews, CALevelMeter frame is still 1/2 of what it should be.
有什么想法吗?
推荐答案
帧以点为单位,而不是像素.当缩放因子应用于托管 CAEAGLLayer 的 UIView 时,它将是像素的两倍,但其帧点大小将保持不变.
Frames are in points, not pixels. When a scale factor is applied to the UIView hosting your CAEAGLLayer, it will be double the pixels, but its frame point size will remain the same.
如果您使用如下代码查看附加到 CAEAGLLayer 的颜色渲染缓冲区的背景宽度和高度:
If you look at the backing width and height for the color renderbuffer attached to the CAEAGLLayer using code like the following:
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
您应该看到,Retina 显示屏上渲染缓冲区的宽度和高度是标准 iPhone 显示屏上的两倍.
you should see that the width and height of the renderbuffer on a Retina display are twice the values they are on a standard iPhone display.
您上面显示的代码应该会在 Retina 显示屏上产生漂亮、清晰的渲染效果.
The code you show above should cause nice, sharp rendering on a Retina display.
编辑(2010 年 12 月 22 日):针对您的进一步问题,查看 avTouch 示例代码表明该代码的当前版本在查找 OpenGL 托管视图的边界时出错,而不是使用渲染缓冲区的支持宽度和高度.使用非 1.0 的比例因子,这将导致 OpenGL 内容以一半大小绘制.
EDIT (12/22/2010): In response to your further question, looking at the avTouch sample code shows that the current version of that code makes a mistake in looking up the bounds of the OpenGL-hosting view, rather than using the backing width and height of the renderbuffer. With a non-1.0 scale factor, this will cause the OpenGL content to be drawn at half size.
要解决此问题,请将 GLLevelMeter 中 _drawView
中的相应部分替换为以下代码:
To fix this, replace the appropriate section within _drawView
in GLLevelMeter with the following code:
if (_vertical)
{
glTranslatef(0., _backingWidth, 0.);
glScalef(1., -1., 1.);
bds = CGRectMake(0., 0., _backingWidth, _backingHeight);
} else {
glTranslatef(0., _backingHeight, 0.);
glRotatef(-90., 0., 0., 1.);
bds = CGRectMake(0., 0., _backingHeight, _backingWidth);
}
这将使一切都在适当的像素空间中工作,并在均衡器中以正确的大小进行清晰的渲染.我已经提交了一份错误报告.
This will cause everything to work in the appropriate pixel space, and lead to crisp rendering at the correct size in the equalizer. I've filed a bug report on this.
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