openGL ES视网膜支持 [英] openGL ES retina support

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问题描述

我正试图让avTouch示例代码应用程序在视网膜显示屏上运行。有没有人这样做过?

I'm trying to get the avTouch sample code app to run on the retina display. Has anyone done this?

在CALevelMeter课程中,我尝试了以下内容:

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;

}

并设置contentScaleFactor到2。很好,这是预期的。但是在layoutSubviews中,CALevelMeter框架仍然是应该的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.

任何想法?

推荐答案

框架是以点为单位,而不是像素。当比例因子应用于托管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.

如果你看一下使用如下代码附加到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);

你应该看到Retina显示屏上渲染缓冲区的宽度和高度是它们的两倍。在标准的iPhone显示屏上。

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.

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(12/22/2010):回答您的进一步问题,查看avTouch示例代码显示该代码的当前版本在查找时出错提升OpenGL托管视图的范围,而不是使用renderbuffer的支持宽度和高度。使用非1.0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,请替换,代码如下:

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);
}

这将导致所有内容在适当的像素空间中工作,并导致清脆在均衡器中以正确的大小渲染。我已就此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.

这篇关于openGL ES视网膜支持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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