【发布时间】:2018-04-17 11:40:18
【问题描述】:
我正在编写一个概念验证程序来更熟悉纹理,但它的行为很奇怪,因为它适用于 1x1 纹理,但不适用于所有其他纹理。我多次扫描程序并查看了每个函数的参数,但不明白为什么它适用于 1x1 纹理(或较大纹理中的第一个像素),但在其他情况下显示为白色方块。
这是使用 glTexImage2D 的宽度和高度参数 (1, 1) 和 (2,2) 分别运行的同一程序的图片。
这是显示白色方块的代码(而预期会绘制 2x2 红色、绿色、蓝色、黄色行的主要纹理)。
注意:
in(Comment, Arg)宏等同于Arg,它只在这个特定程序中使用,因为记住 glTexImage2D 的参数很棘手。
#include <GL/glut.h>
// | reminder decorator macro.
#define in(Comment, Arg) Arg
GLubyte bm[16] = {
0xff, 0x00, 0x00, 0xff,
0x00, 0xff, 0x00, 0xff,
0x00, 0x00, 0xff, 0xff,
0xff, 0xff, 0x00, 0xff
};
GLuint tex;
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, tex);
glLoadIdentity();
// | make the square smaller to contrast our target from the background.
glScalef(.5f, .5f, 1.f);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0.f, 0.f);
glVertex2f(-1.f, 1.f);
glTexCoord2f(0.f, 1.f);
glVertex2f(1.f, 1.f);
glTexCoord2f(1.f, 1.f);
glVertex2f(1.f, -1.f);
glTexCoord2f(1.f, 0.f);
glVertex2f(-1.f, -1.f);
glEnd();
glFlush();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE);
glutCreateWindow("");
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D (
in(target, GL_TEXTURE_2D),
in(level, 0),
in(internalFormat, GL_RGBA),
in(width, 2),
in(height, 2),
in(border, 0),
in(format, GL_RGBA),
in(type, GL_UNSIGNED_BYTE),
in(data, bm)
);
glTexParameteri(tex, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
如果我将in(width, 2) 更改为in(width, 1) 并将in(height, 2) 更改为in(height, 1),它会显示一个红色方块,并更改bm 数组的前三个值,它会按预期将此颜色映射到立方体。
#include <GL/glut.h>
// | reminder decorator macro.
#define in(Comment, Arg) Arg
GLubyte bm[16] = {
0xff, 0x00, 0x00, 0xff,
0x00, 0xff, 0x00, 0xff,
0x00, 0x00, 0xff, 0xff,
0xff, 0xff, 0x00, 0xff
};
GLuint tex;
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, tex);
glLoadIdentity();
// | make the square smaller to contrast our target from the background.
glScalef(.5f, .5f, 1.f);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0.f, 0.f);
glVertex2f(-1.f, 1.f);
glTexCoord2f(0.f, 1.f);
glVertex2f(1.f, 1.f);
glTexCoord2f(1.f, 1.f);
glVertex2f(1.f, -1.f);
glTexCoord2f(1.f, 0.f);
glVertex2f(-1.f, -1.f);
glEnd();
glFlush();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE);
glutCreateWindow("");
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D (
in(target, GL_TEXTURE_2D),
in(level, 0),
in(internalFormat, GL_RGBA),
in(width, 1),
in(height, 1),
in(border, 0),
in(format, GL_RGBA),
in(type, GL_UNSIGNED_BYTE),
in(data, bm)
);
glTexParameteri(tex, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
有人可以解释发生了什么以及如何解决这个问题吗?
解决方案:将 tex 传递给 glTexParameteri 而不是 GL_TEXTURE_2D(旁注:以及 glVertex2f 中的 1.1 到 1.f 的错字)
#include <GL/glut.h>
// | reminder decorator macro.
#define in(Comment, Arg) Arg
GLubyte bm[16] = {
0xff, 0x00, 0x00, 0xff,
0x00, 0xff, 0x00, 0xff,
0x00, 0x00, 0xff, 0xff,
0xff, 0xff, 0x00, 0xff
};
GLuint tex;
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, tex);
glLoadIdentity();
// | make the square smaller to contrast our target from the background.
glScalef(.5f, .5f, 1.f);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0.f, 0.f);
glVertex2f(-1.f, 1.f);
glTexCoord2f(1.f, 0.f);
glVertex2f(1.f, 1.f);
glTexCoord2f(1.f, 1.f);
glVertex2f(1.f, -1.f);
glTexCoord2f(0.f, 1.f);
glVertex2f(-1.f, -1.f);
glEnd();
glFlush();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE);
glutCreateWindow("");
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D (
in(target, GL_TEXTURE_2D),
in(level, 0),
in(internalFormat, GL_RGBA),
in(width, 2),
in(height, 2),
in(border, 0),
in(format, GL_RGBA),
in(type, GL_UNSIGNED_BYTE),
in(data, bm)
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
【问题讨论】:
标签: c opengl textures texture-mapping texture2d