开发者

Flipping OpenGL texture

When I load textures from images normally, they are upside down because 开发者_JAVA百科of OpenGL's coordinate system. What would be the best way to flip them?

  • glScalef(1.0f, -1.0f, 1.0f);
  • mapping the y coordinates of the textures in reverse
  • vertically flipping the image files manually (in Photoshop)
  • flipping them programatically after loading them (I don't know how)

This is the method I'm using to load png textures, in my Utilities.m file (Objective-C):

+ (TextureImageRef)loadPngTexture:(NSString *)name {
    CFURLRef textureURL = CFBundleCopyResourceURL(
                                                  CFBundleGetMainBundle(),
                                                  (CFStringRef)name,
                                                  CFSTR("png"),
                                                  CFSTR("Textures"));
    NSAssert(textureURL, @"Texture name invalid");

    CGImageSourceRef imageSource = CGImageSourceCreateWithURL(textureURL, NULL);
    NSAssert(imageSource, @"Invalid Image Path.");
    NSAssert((CGImageSourceGetCount(imageSource) > 0), @"No Image in Image Source.");
    CFRelease(textureURL);

    CGImageRef image = CGImageSourceCreateImageAtIndex(imageSource, 0, NULL);
    NSAssert(image, @"Image not created.");
    CFRelease(imageSource);

    GLuint width = CGImageGetWidth(image);
    GLuint height = CGImageGetHeight(image);

    void *data = malloc(width * height * 4);

    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
    NSAssert(colorSpace, @"Colorspace not created.");

    CGContextRef context = CGBitmapContextCreate(
                                                 data,
                                                 width,
                                                 height,
                                                 8,
                                                 width * 4,
                                                 colorSpace,
                                                 kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host);
    NSAssert(context, @"Context not created.");

    CGColorSpaceRelease(colorSpace);
    CGContextDrawImage(context, CGRectMake(0, 0, width, height), image);
    CGImageRelease(image);
    CGContextRelease(context);

    return TextureImageCreate(width, height, data);
}

Where TextureImage is a struct that has a height, width and void *data.

Right now I'm just playing around with OpenGL, but later I want to try making a simple 2d game. I'm using Cocoa for all the windowing and Objective-C as the language.

Also, another thing I was wondering about: If I made a simple game, with pixels mapped to units, would it be alright to set it up so that the origin is in the top-left corner (personal preference), or would I run in to problems with other things (e.g. text rendering)?

Thanks.


Any of those:

Flip texture during the texture load,
OR flip model texture coordinates during model load OR set texture matrix to flip y (glMatrixMode(GL_TEXTURE)) during render.

Also, another thing I was wondering about: If I made a simple game, with pixels mapped to units, would it be alright to set it up so that the origin is in the top-left corner (personal preference), or would I run in to problems with other things (e.g. text rendering)?

Depends on how you are going to render text.


Jordan Lewis pointed out CGContextDrawImage draws image upside down when passed UIImage.CGImage. There I found a quick and easy solution: Before calling CGContextDrawImage,

CGContextTranslateCTM(context, 0, height);
CGContextScaleCTM(context, 1.0f, -1.0f);

Does the job perfectly well.

0

上一篇:

下一篇:

精彩评论

暂无评论...
验证码 换一张
取 消

最新问答

问答排行榜