【发布时间】:2012-10-19 06:17:21
【问题描述】:
所以我正在使用一堆 2048x2048 的精灵表,它们很快就会填满内存。照原样,我正在使用以下方法(通过 Ray Wenderlich)来加载纹理:
- (GLuint)setupTexture:(NSString *)fileName
{
CGImageRef spriteImage = [UIImage imageNamed:fileName].CGImage;
if (!spriteImage)
{
NSLog(@"Failed to load image %@", fileName);
exit(1);
}
size_t width = CGImageGetWidth(spriteImage);
size_t height = CGImageGetHeight(spriteImage);
GLubyte * spriteData = (GLubyte *) calloc(width*height*4, sizeof(GLubyte));
CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4,CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
CGContextDrawImage(spriteContext, CGRectMake(0, 0, width, height), spriteImage);
CGContextRelease(spriteContext);
GLuint texName;
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
GLenum err = glGetError();
if (err != GL_NO_ERROR)
NSLog(@"Error uploading texture. glError: 0x%04X", err);
free(spriteData);
return texName;
}
所以我的问题是,我如何丢弃 CGImage 中的 alpha 信息,然后将图像“下采样”到每像素更少的位数,最后告诉 OpenGL?
【问题讨论】: