I think I can solve this problem, although not a very good.
You can create a new function copy of "renderLineFromPoint", like this;
- (void) drawErase:(CGPoint)start toPoint:(CGPoint)end
{
static GLfloat* eraseBuffer = NULL;
static NSUInteger eraseMax = 64;
NSUInteger vertexCount = 0,
count,
i;
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
// Convert locations from Points to Pixels
CGFloat scale = 1.0;//self.contentScaleFactor;
start.x *= scale;
start.y *= scale;
end.x *= scale;
end.y *= scale;
// Allocate vertex array buffer
if(eraseBuffer == NULL)
eraseBuffer = malloc(eraseMax * 2 * sizeof(GLfloat));
// Add points to the buffer so there are drawing points every X pixels
count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / kBrushPixelStep), 1);
for(i = 0; i < count; ++i) {
if(vertexCount == eraseMax) {
eraseMax = 2 * eraseMax;
eraseBuffer = realloc(eraseBuffer, eraseMax * 2 * sizeof(GLfloat));
}
eraseBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count);
eraseBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count);
vertexCount += 1;
}
//}
//glEnable(GL_BLEND); // 打开混合
//glDisable(GL_DEPTH_TEST); // 关闭深度测试
//glBlendFunc(GL_SRC_ALPHA, GL_ONE); // 基于源象素alpha通道值的半透明混合函数
//You need set the mixed-mode
glBlendFunc(GL_ONE, GL_ZERO);
//the erase brush color is transparent.
glColor4f(0, 0, 0, 0.0);
// Render the vertex array
glVertexPointer(2, GL_FLOAT, 0, eraseBuffer);
glDrawArrays(GL_POINTS, 0, vertexCount);
// Display the buffer
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
// at last restore the mixed-mode
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
My English is poor. Can you understand what I said?
Hope these can help you.