本文介绍了填充抗锯齿聚 cocos2d的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着跟版网的小编来一起学习吧!
问题描述
如何在 Cocos2D 框架中绘制填充多边形?
How can I draw filled poly in Cocos2D framework?
下面的代码绘制多边形但没有抗锯齿.我应该改变什么?
Code below draws poly but without antialiasing.What should I change?
void ccFillPoly( CGPoint *poli, int points, BOOL closePolygon )
{
// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
// Needed states: GL_VERTEX_ARRAY,
// Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, poli);
if( closePolygon )
// glDrawArrays(GL_LINE_LOOP, 0, points);
glDrawArrays(GL_TRIANGLE_FAN, 0, points);
else
glDrawArrays(GL_LINE_STRIP, 0, points);
// restore default state
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
}
推荐答案
模拟抗锯齿的一个好方法是在多边形周围添加透明顶点.这种方法快速且美观,但实施起来并不难.这里是抗锯齿线的解决方案.
One good approach to emulate antialiasing is to add transparent vertices around your polygon. This method is fast and fine-looking, but is little hard to implement. Here is solution for antialiased lines.
如果您不担心性能,您可以多次渲染多边形,并具有一定的透明度并偏移 1 个像素.这适用于没有纹理的多边形.
If you don't worry about performance, you may render the polygon multiple times with some transparency and offset by 1 pixel. This would work for not textured polygons.
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