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Description
我有个需求,不是360°的视频,所以我需要把球面改成正方形,但是我改完之后,这个应该是属于2D平面了,我看不到纹理,如果是2D平面,需要设置camera吗?或者需要乘那几个矩阵
顶点
static const float kCubeVertices[NUM_CUBE_VERTICES] = {
// Front face
-1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0,
1.0f, 1.0f, 0.0f,
};
纹理
static const float kCubeColors[NUM_CUBE_COLORS] = {
// front, green
0.5f, 0.0f,
0.5f, 1.0f,
0.0f, 0.0f,
0.5f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
};
渲染
glActiveTexture(GL_TEXTURE0);
// 绑定纹理
glBindTexture(GL_TEXTURE_2D, texttureVideo);
NSLog(@"%d", texttureVideo);
glBindBuffer(GL_ARRAY_BUFFER, _cube_color_buffer);
glVertexAttribPointer(_cube_color_attrib, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
glEnableVertexAttribArray(_cube_color_attrib);
// Draw our polygons.
glBindBuffer(GL_ARRAY_BUFFER, _cube_vertex_buffer);
glVertexAttribPointer(_cube_vertex_attrib, 3, GL_FLOAT, GL_FALSE,
sizeof(float) * 3, 0);
glEnableVertexAttribArray(_cube_vertex_attrib);
glDrawArrays(GL_TRIANGLES, 0, NUM_CUBE_VERTICES / 3);
glDisableVertexAttribArray(_cube_vertex_attrib);
glDisableVertexAttribArray(_cube_color_buffer);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
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