思想:
我一直在尝试开发可以拍摄几(10)张2D图像并将它们渲染为3D纹理的代码。到目前为止,我根据上一篇文章中的建议使用了glTexImage3D
和glTexSubImage3D
:OpenGL - 'glTexSubImage3D': identifier not found
我的工作基于NeHe的纹理映射教程:http://nehe.gamedev.net/tutorial/lesson_06_texturing_update/47002/
在main()
的NeHe教程中的函数调用流程如下:CreateGLWindow()
,InitGL()
,LoadGLTextures()
,DrawGLScene()
。我只对从DrawGLScene()
向上开始的代码进行了更改,而该函数下面的所有内容都与我的代码中的相同。
问题: 代码中的所有内容看似看起来都是正确的,但屏幕上没有任何内容呈现。我花了两天时间试图让它工作无济于事。我错过了什么?有什么我做错了吗?
已编辑的代码
#include "windows.h"
#include "stdio.h"
#include "gl\gl.h"
#include "gl\glu.h"
#include "GLext.h"
#include "SOIL.h"
HDC hDC=NULL;
HGLRC hRC=NULL;
HWND hWnd=NULL;
HINSTANCE hInstance;
bool keys[256];
bool active=TRUE;
bool fullscreen=TRUE;
GLfloat xrot;
GLfloat yrot;
GLfloat zrot;
GLuint m_nTexId;
unsigned char tex;
int h = 1024;
int w = 256;
int slices = 10;
GLfloat dOrthoSize = 1.0f;
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
// EDIT HERE
PFNGLTEXIMAGE3DPROC TexImage3D;
PFNGLTEXSUBIMAGE3DPROC TexSubImage3D;
PFNGLCOPYTEXSUBIMAGE3DPROC CopyTexSubImage3D;
int LoadGLTextures()
{
glGenTextures(1,(GLuint*)&m_nTexId );
if(m_nTexId == 0)
return false;
glBindTexture( GL_TEXTURE_3D, m_nTexId );
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
return true;
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
if (height==0)
{
height=1;
}
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int InitGL(GLvoid)
{
if (!LoadGLTextures())
{
return FALSE;
}
glEnable(GL_TEXTURE_3D);
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
// EDIT HERE
TexImage3D = (PFNGLTEXIMAGE3DPROC) wglGetProcAddress("glTexImage3D");
TexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC) wglGetProcAddress("glTexSubImage3D");
CopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC) wglGetProcAddress("glCopyTexSubImage3D");
return TRUE;
}
#define MAP_3DTEXT( TexIndex ) \
glTexCoord3f(0.0f, 0.0f, ((float)TexIndex+1.0f)/2.0f); \
glVertex3f(-dOrthoSize,-dOrthoSize,TexIndex);\
glTexCoord3f(1.0f, 0.0f, ((float)TexIndex+1.0f)/2.0f); \
glVertex3f(dOrthoSize,-dOrthoSize,TexIndex);\
glTexCoord3f(1.0f, 1.0f, ((float)TexIndex+1.0f)/2.0f); \
glVertex3f(dOrthoSize,dOrthoSize,TexIndex);\
glTexCoord3f(0.0f, 1.0f, ((float)TexIndex+1.0f)/2.0f); \
glVertex3f(-dOrthoSize,dOrthoSize,TexIndex);
int DrawGLScene(GLvoid)
{
PFNGLTEXIMAGE3DPROC glTexImage3D = (PFNGLTEXIMAGE3DPROC) wglGetProcAddress("glTexImage3D");
PFNGLTEXSUBIMAGE3DPROC glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC) wglGetProcAddress("glTexSubImage3D");
PFNGLCOPYTEXSUBIMAGE3DPROC glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC) wglGetProcAddress("glCopyTexSubImage3D");
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
//glEnable( GL_ALPHA_TEST );
//glAlphaFunc( GL_GREATER, 0.2f );
//glEnable(GL_BLEND);
//glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt(0,0,-300,0,0,1,0,1,0);
glEnable(GL_TEXTURE_3D);
glBindTexture( GL_TEXTURE_3D, m_nTexId );
TexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, w, h , slices, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
glTranslatef( 0.0f, 0.0f, 100.0f );
glBegin(GL_QUADS);
tex = (unsigned char)SOIL_load_image("Data/PA_170090.png", &w, &h, NULL, 0);
TexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 1, w, h, 1, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*) tex);
MAP_3DTEXT( 0.0f );
glEnd();
glBegin(GL_QUADS);
tex = (unsigned char) SOIL_load_image("Data/PA_170091.png", &w, &h, NULL, 0);
TexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 2, w, h, 1, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*) tex);
MAP_3DTEXT( 0.1f );
glEnd();
glBegin(GL_QUADS);
tex = (unsigned char)SOIL_load_image("Data/PA_170092.png", &w, &h, NULL, 0);
TexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 3, w, h, 1, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*) tex);
MAP_3DTEXT( 0.2f );
glEnd();
glBegin(GL_QUADS);
tex = (unsigned char)SOIL_load_image("Data/PA_170093.png", &w, &h, NULL, 0);
TexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 4, w, h, 1, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*) tex);
MAP_3DTEXT( 0.3f );
glEnd();
glBegin(GL_QUADS);
tex = (unsigned char)SOIL_load_image("Data/PA_170094.png", &w, &h, NULL, 0);
TexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 5, w, h, 1, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*) tex);
MAP_3DTEXT( 0.4f );
glEnd();
glBegin(GL_QUADS);
tex = (unsigned char)SOIL_load_image("Data/PA_170095.png", &w, &h, NULL, 0);
TexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 6, w, h, 1, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*) tex);
MAP_3DTEXT( 0.5f );
glEnd();
glBegin(GL_QUADS);
tex = (unsigned char) SOIL_load_image("Data/PA_170096.png", &w, &h, NULL, 0);
TexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 7, w, h, 1, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*) tex);
MAP_3DTEXT( 0.6f );
glEnd();
glBegin(GL_QUADS);
tex = (unsigned char) SOIL_load_image("Data/PA_170097.png", &w, &h, NULL, 0);
TexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 8, w, h, 1, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*) tex);
MAP_3DTEXT( 0.7f );
glEnd();
glBegin(GL_QUADS);
tex = (unsigned char) SOIL_load_image("Data/PA_170098.png", &w, &h, NULL, 0);
TexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 9, w, h, 1, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*) tex);
MAP_3DTEXT( 0.8f );
glEnd();
glBegin(GL_QUADS);
tex = (unsigned char) SOIL_load_image("Data/PA_170099.png", &w, &h, NULL, 0);
TexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 10, w, h, 1, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*) tex);
MAP_3DTEXT( 0.9f );
glEnd();
return TRUE;
}
答案 0 :(得分:0)
查看函数调用TexSubImage3D,参数深度始终为1,并且只增加zoffset。请保持zoffset 0并提供第8个参数(深度)的深度/图层值。
TexSubImage3D( enum target, int level, int xoffset,
int yoffset, int zoffset, sizei width, sizei height,
sizei depth, enum format, enum type, const
void *data );