这是我在OpenGL中使用的两种混合模式,即
IOS中对金属的转换
glEnable(GL_BLEND); glBlendFuncSeparate(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA,GL_ONE,GL_ONE_MINUS_SRC_ALPHA); glBlendFuncSeparate(GL_SRC_ALPHA,GL_SRC_ALPHA,GL_ONE);
解决方法
您在渲染管道描述符上配置混合.我相信您的GL代码的等效配置是:
// glEnable(GL_BLEND) renderPipelineDescriptor.colorAttachments[0].isBlendingEnabled = true // glBlendFuncSeparate(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA) renderPipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = .sourceAlpha renderPipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = .oneMinusSourceAlpha renderPipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = .one renderPipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = .oneMinusSourceAlpha // glBlendFuncSeparate(GL_SRC_ALPHA,GL_ONE) renderPipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = .sourceAlpha renderPipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = .one renderPipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = .sourceAlpha renderPipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = .one
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