iPhone OpenGL ES加载纹理的方法

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//加载一张名为xiezi.png的图片纹理

- (void)loadTexture {

    CGImageRef textureImage = [UIImage imageNamed:@"xiezi.png"].CGImage;
    if (textureImage == nil) {
        NSLog(@"Failed to load texture image");
        return;
    }
    
    NSInteger texWidth = CGImageGetWidth(textureImage);
    NSInteger texHeight = CGImageGetHeight(textureImage);
    
    GLubyte *textureData = (GLubyte *)malloc(texWidth * texHeight * 4);
    
    CGContextRef textureContext = CGBitmapContextCreate(textureData,
                                                        texWidth, texHeight,
                                                        8, texWidth * 4,
                                                        CGImageGetColorSpace(textureImage),
                                                        kCGImageAlphaPremultipliedLast);
    CGContextDrawImage(textureContext, CGRectMake(0.0, 0.0, (float)texWidth, (float)texHeight), textureImage);
    CGContextRelease(textureContext);
    
    glGenTextures(1, &textures[0]);
    glBindTexture(GL_TEXTURE_2D, textures[0]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
    
    free(textureData);
    
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glEnable(GL_TEXTURE_2D);

}


其中,纹理缓冲区定义为:

GLuint textures[1];


加载纹理的方法中需要用到CoreGraphics框架,不然编译会出错。



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