【问题标题】:OpenGL SOIL - Failure to Load TextureOpenGL SOIL - 加载纹理失败
【发布时间】:2017-04-12 07:15:30
【问题描述】:

我正在一步一步地关注this tutorial,我什至复制粘贴了整个代码,但仍然无法加载纹理。这是我的代码,涉及问题的部分:

GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture); // All upcoming GL_TEXTURE_2D operations now have effect on this texture object
                                       // Set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);   // Set texture wrapping to GL_REPEAT (usually basic wrapping method)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Load image, create texture and generate mipmaps
int width, height;
unsigned char* image = SOIL_load_image("container.jpg", &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture when done, so we won't accidentily mess up our texture.

这是我的着色器:

#version 330 core
in vec3 ourColor;
in vec2 TexCoord;

out vec4 color;

uniform sampler2D ourTexture;

void main()
{
    color = texture(ourTexture, TexCoord);
}

#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 texCoord;

out vec3 ourColor;
out vec2 TexCoord;

void main()
{
    gl_Position = vec4(position, 1.0f);
    ourColor = color;
    TexCoord = texCoord;
}

我正在使用 SOIL 加载图像数据。是不是太陈旧了?我该怎么办?

【问题讨论】:

  • 您的项目结构是什么样的? container.jpg 可能不在项目目录的根目录中。
  • unsigned char* 图像的校验值
  • 正如 Mozfox 所说:if (!image) std::cerr << "image load error\n";
  • @vallentin:它在我项目的根目录中。
  • @justus: 没有图片加载错误!

标签: c++ opengl textures soil


【解决方案1】:

您正在关注的教程code 似乎是错误的,因为它没有调用glActiveTextureglUniform。请参阅教程末尾的另一个文件的game loop code

也许你错过了这样的东西:

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture"), 0);
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