It's a very strange problem. I create a texture using the method copied from apple's sample. It's works fine in apple's sample, but not in mine project. The texture is not shows up, only the color define by glcolor4f. I used glistexture and glgeterror to check, they tells that nothing wrong there. This only happens at the first time I load the texture. If I release the texture and reload it, It works, with the same code. Are there any other ways to check errors of OpenGL?
here's the code I'm using to load the texture:
- (FETexture *)loadTextureWithPath:(NSString*)name{
NSURL *url = nil;
CGImageSourceRef src;
CGImageRef image;
CGContextRef context = nil;
CGColorSpaceRef colorSpace;
GLuint textureId;
GLuint pboId;
GLubyte *data;
url = [NSURL fileURLWithPath: name];
src = CGImageSourceCreateWithURL((__bridge CFURLRef)url, NULL);
if (!src) {
NSLog(#"No image");
return nil;
}
image = CGImageSourceCreateImageAtIndex(src, 0, NULL);
CFRelease(src);
GLuint width = (GLint)CGImageGetWidth(image);
GLuint height = (GLint)CGImageGetHeight(image);
data = (GLubyte*) calloc(width * height * 4, sizeof(GLubyte));
colorSpace = CGColorSpaceCreateDeviceRGB();
context = CGBitmapContextCreate(data, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host);
CGColorSpaceRelease(colorSpace);
// Core Graphics referential is upside-down compared to OpenGL referential
// Flip the Core Graphics context here
// An alternative is to use flipped OpenGL texture coordinates when drawing textures
CGContextTranslateCTM(context, 0.0, height);
CGContextScaleCTM(context, 1.0, -1.0);
// Set the blend mode to copy before drawing since the previous contents of memory aren't used. This avoids unnecessary blending.
CGContextSetBlendMode(context, kCGBlendModeCopy);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), image);
CGContextRelease(context);
CGImageRelease(image);
glGenTextures(1, &textureId);
glGenBuffers(1, &pboId);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, textureId);
// Bind the PBO
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pboId);
// Upload the texture data to the PBO
glBufferData(GL_PIXEL_UNPACK_BUFFER, width * height * 4 * sizeof(GLubyte), data, GL_STATIC_DRAW);
// Setup texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
// OpenGL likes the GL_BGRA + GL_UNSIGNED_INT_8_8_8_8_REV combination
// Use offset instead of pointer to indictate that we want to use data copied from a PBO
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
// We can delete the application copy of the texture data now
free(data);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
FETexture *texture = [FETexture new];
texture.textureID = textureId;
texture.bufferID = pboId;
texture.width = width;
texture.height = height;
return texture;
You've not shown any of the relevant code for the draw site. Perhaps you're not binding this texture at draw time.
You can use the OpenGL Profiler in "Graphics tools for Xcode" at https://developer.apple.com/downloads/index.action to debug GL errors and state.
Related
I am trying to apply post processing effects to a small test program for OS X. I am trying to render the image into a texture and then render the texture to the screen (i haven't even gotten to writing a second shader for the final image). My code still just renders a black screen.
Here is the code to create the FBO. It is executed once at the beginning.
-(void)setupFramebuffer{
[self setOpenGLContext:self.openGLContext];
glEnable(GL_TEXTURE_2D);
CGSize textureSize = CGSizeMake(1024, 1024);
glGenFramebuffersEXT(1, &textureFramebuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, textureFramebuffer);
glGenTextures(1, &texture);
textureImage = MFGLImageCreateWithImageID(texture, textureSize);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, textureSize.width, textureSize.height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, texture, 0);
if(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
NSLog(#"Failed to create FBO: %i", glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
glBindTexture(GL_TEXTURE_2D, 0);
g_CurrentlyBoundTexture = 0;
glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
}
Here is the rendering code.
- (void)drawRect:(NSRect)dirtyRect
{
glUniform4f(g_OffsetUniform, dirtyRect.size.width/2.0, dirtyRect.size.height/2.0, 1, 1);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, textureFramebuffer);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
[batchRenderer addFrame:CGRectMake(0, 0, textureImage.size.width, textureImage.size.height) withAlpha:1 forImage:textureImage renderAlpha:YES offset:0 color:[NSColor redColor] renderMode:GL_TRIANGLES];
[batchRenderer finishAndDrawBatch];
glFlush();
}
Right now i am just clearing the FBO buffer and writing a red color to it. Then i pass the image to my batch renderer for rendering, however i still get nothing but a black screen. (The batch renderer is not the issue, the exact same code is used in other programs) Furthermore, when i comment out the code that binds the FBO in the draw method it draws the red without an issue.
I'm learning OpenGL ES with the tutorial on raywenderlich.com http://www.raywenderlich.com/4404/opengl-es-2-0-for-iphone-tutorial-part-2-textures
When I get started to tweak the example project to grasp a UIView's content as the texture to get rendered, it's only black screen turns out just like:
The black view is the OpenGL ES view.
I used the code posted by Tommy in this post: Render contents of UIView as an OpenGL texture, and here is my version:
- (GLuint)createTexture:(UIView *)view
{
size_t width = CGRectGetWidth(view.layer.bounds) * [UIScreen mainScreen].scale;
size_t height = CGRectGetHeight(view.layer.bounds) * [UIScreen mainScreen].scale;
GLubyte * texturePixelBuffer = (GLubyte *) calloc(width * height * 4,
sizeof(GLubyte));
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(texturePixelBuffer,
width, height, 8, width*4, colorSpace,
kCGImageAlphaPremultipliedLast |
kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
[view.layer renderInContext:context];
CGContextRelease(context);
GLuint texName;
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texturePixelBuffer);
free(texturePixelBuffer);
return texName;
}
According to Open GL ES 2.0 Specification, texture can either be the power of two or not. But you must use
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
to enable non-power-of-two texture support.
Good day to all.
At the moment I am trying to implement CCLabelTTF subclass with suppport of NSAttributedString to get multi-colored label. And I am hampered by lack of CoreText and CoreGraphics knowledge.
After reading few guides I, created CCTexture2D category to create texture using NSAttributedString object.
Here is my drawing code:
data = calloc(POTHigh, POTWide * 2);
colorSpace = CGColorSpaceCreateDeviceGray();
context = CGBitmapContextCreate(data, POTWide, POTHigh, 8, POTWide, colorSpace, kCGImageAlphaNone);
CGColorSpaceRelease(colorSpace);
if( ! context )
{
free(data);
[self release];
return nil;
}
UIGraphicsPushContext(context);
CGContextTranslateCTM(context, 0.0f, POTHigh);
CGContextScaleCTM(context, 1.0f, -1.0f);
// draw attributed string to context
CTFramesetterRef frameSetter = CTFramesetterCreateWithAttributedString((CFAttributedStringRef)string);
CGMutablePathRef path = CGPathCreateMutable();
CGPathAddRect(path, NULL, CGRectMake(0.f, 0.f, dimensions.width, dimensions.height));
CTFrameRef frame = CTFramesetterCreateFrame(frameSetter, CFRangeMake(0, 0), path, NULL);
CTFrameDraw(frame, context);
UIGraphicsPopContext();
CFRelease(frame);
CGPathRelease(path);
CFRelease(frameSetter);
And now I have few troubles:
The first one - my texture is shown flipped vertically. I thought, that these lines
CGContextTranslateCTM(context, 0.0f, POTHigh);
CGContextScaleCTM(context, 1.0f, -1.0f);
should prevent this.
The second one, if I create RGB context, I cannot see anything on the screen. I tried to create RGB context with these lines.
colorSpace = CGColorSpaceCreateDeviceRGB();
context = CGBitmapContextCreate(data, POTWide, POTHigh, 8, POTWide * 4, colorSpace, kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Big);
I tried to google, but don't find anything related to my issues =( Any help(links or suggestions) is appreciated.
Couple things to try:
Your data allocation isn't big enough for RGB. Try: data = calloc(POTHigh, POTWide * 4); for RGB color space.
CTFrameDraw draws in relation to GL coords so you don't need to use CGContextScaleCTM(context, 1.0f, -1.0f);
that line was put in the original CCTexture2D creation for a CCLabelTTF because it used NSString's drawInRect: which draws in relation to UIKit coords.
Maybe try other alpha mask flags...? Check out Apple's documentation on Supported Pixel Formats for iOS to see what your options are.
You may want to take a look at ActiveTextView-iOS (https://github.com/storify/ActiveTextView-iOS). It may be of use.
use this to get color texture:
context = CGBitmapContextCreate(data, POTWide, POTHigh, 8, POTWide, colorSpace, kCGImageAlphaPremultipliedLast);
i like to render a simple texture with my fragment shader to 4 vertices and read the image resolution with glReadPixels. I set the (readPixel) size like the (source)picture size but i didn't get a complete image back. There is always a black bar on the right side. And the image seems to be compressed.
The returned part of the image is correct. It shows the resolution of my sobel shader. So i didn't think that there are some errors on the ReadPixel part or the SetImage part. But i don't know...
Here is my method to set the image source:
-(void)setImageSource : (unsigned char*) image
{
static const GLfloat textureVertices[] =
{
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f,
};
static const GLfloat squareVertices[] =
{
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
glGenTextures(1, &pictureTexture);
glActiveTexture(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, pictureTexture);
glUniform1i(uniforms[UNIFORM_VIDEOFRAME], 0);
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_TEXTUREPOSITON, 2, GL_FLOAT, 0, 0, textureVertices);
glEnableVertexAttribArray(ATTRIB_TEXTUREPOSITON);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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, imageHeight, imageWidth, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
}
Here the part to render the texture:
-(void)render
{
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glViewport(0, 0, imageHeight, imageWidth);
[self presentFramebuffer];
}
And here is the part to read the resolution back:
-(void)readPixels : (unsigned char*) dest
{
glReadPixels(0, 0, imageHeight, imageWidth, GL_RGBA, GL_UNSIGNED_BYTE, dest);
glDeleteTextures(1, &pictureTexture);
}
I don't have any idea where i make the error. I've searched on this forum and on the khronos group forum but i didn't get a solution for this (and i didn't find a case with the same error description).
Maybe another important or confusing information - I've also tried to put the code to a c++ class. But when i go outside the Objective C class with the EAGLContext i got the correct picture size back but the resolution is wrong the resolution image contains just snow but without the black bar on the side.
Did someone knew a solution for this error?
Regards,
krikit
i have solved the problem. The error was in the initialization of the OpenGL ES view. The part where i create the rectangle for the initWithFrame.
CGRectMake(0.0f, 0.0f, applicationFrame.size.width, applicationFrame.size.height)
There is the wrong size when i set the size by myself i get a complete picture in the destination.
The other part with the snow on my rendered picture comes from the wrong datatype. When i cast an variable to GLuint it's not the same then initialize a new GLuint variable and set it with the value... but i don't know why.
unsigned int j = 20
GLuint i = 20;
glReadPixels(0, 0, j, (GLuint)j, GL_RGBA, GL_UNSIGNED_BYTE, pictureDest);
When i work with the GLuint variables instead of the casted elements everything works fine.
krikit
I am working on paint app [taking reference from GLPaint app] for iPhone and iPad. In this app I am filling colors in paint-images by drawings lines onscreen based on where the user touches. App working properly for iPhone. In iPad without zooming lines on the paint view are proper [no pixel distortion] but after zooming lines on the paintView has distorted pixels i.e Content of OpenGL ES is not High Resolution.
I am using Following code for initialize paint view:
-(id)initWithCoder:(NSCoder*)coder {
CGImageRef brushImage;
CGContextRef brushContext;
GLubyte *brushData;
size_t width, height;
CGFloat components[3];
if ((self = [super initWithCoder:coder])) {
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = NO;
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:[NSNumber numberWithBool:YES], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
if (!context || ![EAGLContext setCurrentContext:context]) {
return nil;
}
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
{
brushImage = [UIImage imageNamed:#"circle 64.png"].CGImage;
}
else {
brushImage = [UIImage imageNamed:#"flower 128.png"].CGImage;
}
// Get the width and height of the image
width = CGImageGetWidth(brushImage) ;
height = CGImageGetHeight(brushImage) ;
if(brushImage) {
// Allocate memory needed for the bitmap context
brushData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte));
// Use the bitmatp creation function provided by the Core Graphics framework.
brushContext = CGBitmapContextCreate(brushData, width, height, 8, width * 4, CGImageGetColorSpace(brushImage), kCGImageAlphaPremultipliedLast);
// After you create the context, you can draw the image to the context.
CGContextDrawImage(brushContext, CGRectMake(0.0, 0.0, (CGFloat)width, (CGFloat)height), brushImage);
// You don't need the context at this point, so you need to release it to avoid memory leaks.
CGContextRelease(brushContext);
// Use OpenGL ES to generate a name for the texture.
glGenTextures(1, &brushTexture);
// Bind the texture name.
glBindTexture(GL_TEXTURE_2D, brushTexture);
// Set the texture parameters to use a minifying filter and a linear filer (weighted average)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Specify a 2D texture image, providing the a pointer to the image data in memory
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, brushData);
// Release the image data; it's no longer needed
free(brushData);
}
CGFloat scale;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
{
NSLog(#"IPAd");
self.contentScaleFactor=1.0;
scale = self.contentScaleFactor;
}
else {
// NSLog(#"IPHone");
self.contentScaleFactor=2.0;
}
//scale = 2.000000;
// Setup OpenGL states
glMatrixMode(GL_PROJECTION);
CGRect frame = self.bounds;
NSLog(#"Scale %f", scale);
glOrthof(0, (frame.size.width) * scale, 0, (frame.size.height) * scale, -1, 1);
glViewport(0, 0, (frame.size.width) * scale, (frame.size.height) * scale);
glMatrixMode(GL_MODELVIEW);
glDisable(GL_DITHER);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnable(GL_BLEND);
// Set a blending function appropriate for premultiplied alpha pixel data
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_POINT_SPRITE_OES);
glTexEnvf(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE);
glPointSize(width / kBrushScale);
// Make sure to start with a cleared buffer
needsErase = YES;
// Define a starting color
HSL2RGB((CGFloat) 0.0 / (CGFloat)kPaletteSize, kSaturation, kLuminosity, &components[0], &components[1], &components[2]);
[self setBrushColorWithRed:245.0f green:245.0f blue:0.0f];
boolEraser=NO;
}
return self;
}
TO CREATE FRAME BUFFER
-(BOOL)createFramebuffer {
// Generate IDs for a framebuffer object and a color renderbuffer
glGenFramebuffersOES(1, &viewFramebuffer);
glGenRenderbuffersOES(1, &viewRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
// This call associates the storage for the current render buffer with the EAGLDrawable (our CAEAGLLayer)
// allowing us to draw into a buffer that will later be rendered to screen wherever the layer is (which corresponds with our view).
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(id<EAGLDrawable>)self.layer];
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
// Get the size of the backing CAEAGLLayer
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
// For this sample, we also need a depth buffer, so we'll create and attach one via another renderbuffer.
glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES)
{
NSLog(#"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
return NO;
}
return YES;
}
Line Drawn using Following code
-(void)renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end {
static GLfloat* vertexBuffer = NULL;
static NSUInteger vertexMax = 64;
NSUInteger vertexCount = 0,
count,
i;
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
// Convert locations from Points to Pixels
//CGFloat scale = self.contentScaleFactor;
CGFloat scale;
scale=self.contentScaleFactor;
NSLog(#"Scale %f",scale);
start.x *= scale;
start.y *= scale;
end.x *= scale;
end.y *= scale;
float dx = end.x - start.x;
float dy = end.y - start.y;
float dist = (sqrtf(dx * dx + dy * dy)/ kBrushPixelStep);
// Allocate vertex array buffer
if(vertexBuffer == NULL)
// vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat));
vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat));
count = MAX(ceilf(dist), 1);
//NSLog(#"count %d",count);
for(i = 0; i < count; ++i) {
if (vertexCount == vertexMax) {
vertexMax = 2 * vertexMax;
vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat));
// NSLog(#"if loop");
}
vertexBuffer[2 * vertexCount + 0] = start.x + (dx) * ((GLfloat)i / (GLfloat)count);
vertexBuffer[2 * vertexCount + 1] = start.y + (dy) * ((GLfloat)i / (GLfloat)count);
vertexCount += 1;
}
// Render the vertex array
glVertexPointer(2, GL_FLOAT, 0, vertexBuffer);
glDrawArrays(GL_POINTS, 0, vertexCount);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
For ipad device content of paint view is proper- high resolution for normal view but after zooming I am not getting High resolution content of paint view pixel of the lines looks distorted.
I have tried to change ContentScaleFactor as well as scale parameter of above code to see the difference but nothing worked as expected. IPad supports contentScaleFactor of 1.0 & 1.5, when I set contentScaleFactor = 2 Paint view can not display line it shows weird dotted lines.
Is there any way to make contents of OpenGL es high resolution?
The short answer is YES, you can have "High resolution" Content.
But you will have to clearly understand the issue before solving it. This is the long answer :
The brushes you use have a specific size (64 or 128). As soon as your virtual paper (the area in which you draw) will display its pixels larger than 1 screen pixel, you will start to see the "distortion". For example, in your favorite picture viewer, if you open one of your brush and zoom in the picture will also be distorted. You cannot avoid that, unless using vertor-brushes (with is not the scope of this answer and is far more complicated).
The quickest way would be to use more detailled brushes, but it is a fudge as if you zoom enought, the texture will look distorted as well.
You can also add a magnification filter using glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); . You used MIN in your sample, add this one will smooth the textures
i am not sure what you mean by high resolution. opengl is a vector library with a bitmap backed rendering system. the backing store will have the size in pixels (multiplied by the content scale factor) of the layer you are using to create the renderbuffer in:
- (BOOL)renderbufferStorage:(NSUInteger)target fromDrawable:(id<EAGLDrawable>)drawable
once it is created there is no way to change the resolution, nor would it make sense to do so generally, one renderbuffer pixel per screen pixel makes the most sense.
it is hard to know exactly what problem you are trying to solve without knowing what zooming you are talking about. i assume you have set up a CAEAGLLayer in a UIScrollView, and you are seeing pixel artifacts. this is inevitable, how else could it work?
if you want your lines to be smooth, you need to implement them using triangle strip meshes with alpha blending at the edges, which will provide antialiasing. instead of zooming the layer itself, you would simply "zoom" the contents by scaling the vertices, but keeping the CAEAGLLayer the same size. this would eliminate pixelation and give purdy alpha blended edges.