将游戏层和UI层分开渲染 并提高了缩放质量
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@@ -35,9 +35,9 @@ bool Texture::Init(std::string PngPath)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// 缩小过滤:使用最近邻采样
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// 放大过滤:使用最近邻采样
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// 处理像素对齐(确保SDL的像素行对齐与OpenGL兼容)
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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