Вместо использования точечного спрайта следует просто нарисовать текстурированный квад.
GLfloat vert_tex[] = {
0., 0.,
1., 0.,
1., 1.,
0., 1.
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vert_tex);
glTexCoordPointer(2, GL_FLOAT, 0, vert_tex);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 1, 0, 1, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture_name);
glDrawArrays(GL_QUADS, 0, 4);
EDIT2:
// Erases the screen
- (void) erase
{
[EAGLContext setCurrentContext:context];
CGRect frame = self.bounds;
CGFloat scale = self.contentScaleFactor;
GLfloat vert_tex[] = {
0., 0.,
frame.size.width * scale, 0.,
frame.size.width * scale, frame.size.height * scale,
0., frame.size.height * scale
};
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vert_tex);
glTexCoordPointer(2, GL_FLOAT, 0, vert_tex);
// Setup the view port in Pixels
glMatrixMode(GL_PROJECTION);
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);
glLoadIdentity();
glDisable(GL_DITHER);
glEnable(GL_TEXTURE_2D);
// background_image texture must be initialized with the desired
// content; see initWithCoder of original GLPaint example for
// example code how to load textures.
glBindTexture(GL_TEXTURE_2D, background_image);
// Clear the buffer with background image
glDrawArrays(GL_QUADS, 0, 4);
// Display the buffer
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
В renderLineFromPoint
необходимо добавить линию, чтобы связать текстуру кистиперед нанесением:
// Drawings a line onscreen based on where the user touches
- (void) renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end
{
/* ... */
// add this line here v v v v v v v v v v v
glBindTexture(GL_TEXURE_2D, brushTexture);
// ^ ^ ^ ^^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
// Render the vertex array
glVertexPointer(2, GL_FLOAT, 0, vertexBuffer);
glDrawArrays(GL_POINTS, 0, vertexCount);
// Display the buffer
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];