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  1. POerror in the output texture yuv422 in ios
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    <p>here's a screenshot screen with the ipad <a href="http://joxi.ru/7J9NUdg5CbCJWOM8-i0" rel="nofollow">http://joxi.ru/7J9NUdg5CbCJWOM8-i0</a> sein <a href="http://joxi.ru/SspPUdg5CbBrLdFutis" rel="nofollow">http://joxi.ru/SspPUdg5CbBrLdFutis</a></p> <p>error:</p> <p>1) picture (<a href="http://joxi.ru/CYRRUdg5CbDiKIByZLo" rel="nofollow">http://joxi.ru/CYRRUdg5CbDiKIByZLo</a>)</p> <p>2) size, not full screen</p> <p>My shader:</p> <pre><code>NSString *const yuvFragmentShaderString = SHADER_STRING ( varying highp vec2 texCoordVarying; uniform sampler2D s_texture_y; uniform sampler2D s_texture_u; uniform sampler2D s_texture_v; void main() { highp float y = texture2D(s_texture_y, texCoordVarying).r; highp float u = texture2D(s_texture_u, texCoordVarying).r - 0.5; highp float v = texture2D(s_texture_v, texCoordVarying).r - 0.5; highp float r = y + 1.402 * v; highp float g = y - 0.344 * u - 0.714 * v; highp float b = y + 1.772 * u; gl_FragColor = vec4(r,g,b,1.0); } ); </code></pre> <p>I can not understand what the problem is in the shader, or somewhere else? I can add code</p> <p>Update</p> <p>Create texture</p> <pre><code>const NSUInteger widths[3] = { width, width / 2, width / 2 }; const NSUInteger heights[3] = { height, height, height}; for (int i = 0; i &lt; 3; ++i) { glBindTexture(GL_TEXTURE_2D, texture[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, widths[i], heights[i], 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, //pixels[i]); bytes-&gt;data[i]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } </code></pre> <p>activite texture</p> <pre><code>glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glUniform1i(uniforms[UNIFORM_TEXTURE], 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glUniform1i(uniforms[UNIFORM_TEXTURE1], 1); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, texture[2]); glUniform1i(uniforms[UNIFORM_TEXTURE2], 2); </code></pre> <p>draw texture</p> <pre><code>GLfloat mvpMatrix[16]; [self prepareRender]; [EDMatrixTools applyIdentity:mvpMatrix]; glUniformMatrix4fv(uniforms[UNIFORM_MVP_MATRIX], 1, GL_FALSE, mvpMatrix); glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices); glEnableVertexAttribArray(ATTRIB_VERTEX); glVertexAttribPointer(ATTRIB_TEXTURE_COORD, 2, GL_FLOAT, 0, 0, squareTexCoords); glEnableVertexAttribArray(ATTRIB_TEXTURE_COORD); [self drawArraysFirst:0 Count:4]; [self presentFramebuffer]; </code></pre>
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