这是一个非常愚蠢的基本问题,但是:有人可以告诉我区别:
glBegin(GL_QUADS);
glTexCoord3f(0, 0, 0); glVertex3f(0, 1, 0);
glTexCoord3f(1, 0, 0); glVertex3f(1, 1, 0);
glTexCoord3f(1, 1, 0); glVertex3f(1, 0, 0);
glTexCoord3f(0, 1, 0); glVertex3f(0, 0, 0);
glEnd();
和
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
const GLfloat vertexData[] = {
0, 0, 0,
width, 0, 0,
0, height, 0,
width, height, 0
};
const GLfloat texCoords[] = {
0, 0,
1, 0,
0, 1,
1, 1
};
glVertexPointer(3, GL_FLOAT, 0, &vertexData);
glTexCoordPointer(2, GL_FLOAT, 0, &texCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
(宽度和高度是像素中的纹理大小)
我无法理解为什么,但如果我使用第二个代码(因为OpenGL ES兼容),我的纹理在y轴上反转。我做错了什么?
编辑:
我不知道,如果它相关 - 也许我在初始化视口进行2D绘图时犯了错误?
GLint iViewport[4];
glGetIntegerv( GL_VIEWPORT, iViewport );
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho( iViewport[0], iViewport[0]+iViewport[2], iViewport[1]+iViewport[3], iViewport[1], -1, 1 );
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
答案 0 :(得分:3)
坚持最简单,你有4个顶点与texcoords。在这里他们是平行的:
texcoord/vert
0, 0, / 0, 1
1, 0, / 1, 1
1, 1, / 1, 0
0, 1, / 0, 0
0, 0 / 0, 0
1, 0 / width, 0
0, 1 / 0, height
1, 1 / width, height
现在,如果我们按顶点重新排序,您可以看到texcoords不对应
// sorted verts by "alphabetical" position.
0, 1, / 0, 0
0, 0, / 0, 1
1, 1, / 1, 0
1, 0, / 1, 1
0, 0 / 0, 0
0, 1 / 0, height
1, 0 / width, 0
1, 1 / width, height
如您所见,对于每个等效位置,第二个纹理坐标在2之间反转。这解释了为什么纹理被y翻转。
因此,如果你想修复它,只需将它们翻回第二种方法:
const GLfloat texCoords[] = {
0, 1,
1, 1,
0, 0,
1, 0
};
答案 1 :(得分:0)
尝试在每种情况下使用相同的几何体:
立即模式:
glBegin(GL_TRIANGLES);
glTexCoord2f(0, 0, 0); glVertex3f(0, 0, 0);
glTexCoord2f(1, 0, 0); glVertex3f(1, 0, 0);
glTexCoord2f(1, 1, 0); glVertex3f(1, 1, 0);
glTexCoord2f(1, 1, 0); glVertex3f(1, 1, 0);
glTexCoord2f(0, 1, 0); glVertex3f(0, 1, 0);
glTexCoord2f(0, 0, 0); glVertex3f(0, 0, 0);
glEnd();
顶点数组:
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
const GLfloat vertexData[] = {
0, 0, 0,
width, 0, 0,
width, height, 0
width, height, 0
0, height, 0,
0, 0, 0,
};
const GLfloat texCoords[] = {
0, 0,
1, 0,
1, 1
1, 1
0, 1,
0, 0,
};
glVertexPointer(3, GL_FLOAT, 0, &vertexData);
glTexCoordPointer(2, GL_FLOAT, 0, &texCoords);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
答案 2 :(得分:0)
好的,试试这个完整的GLUT计划。我这次实际测试了它:)
#include <vector>
#include <GL/glut.h>
using namespace std;
size_t win_w = 0;
size_t win_h = 0;
double aspect_ratio = 0;
GLuint tex_obj;
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-10*aspect_ratio, 10*aspect_ratio, -10, 10, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex_obj);
glPushMatrix();
glScalef(5,5,0);
/*
glBegin(GL_TRIANGLES);
glTexCoord2f(0, 0); glVertex3f(0, 0, 0);
glTexCoord2f(1, 0); glVertex3f(1, 0, 0);
glTexCoord2f(1, 1); glVertex3f(1, 1, 0);
glTexCoord2f(1, 1); glVertex3f(1, 1, 0);
glTexCoord2f(0, 1); glVertex3f(0, 1, 0);
glTexCoord2f(0, 0); glVertex3f(0, 0, 0);
glEnd();
*/
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
const GLfloat vertexData[] = {
0, 0, 0,
1, 0, 0,
1, 1, 0,
1, 1, 0,
0, 1, 0,
0, 0, 0,
};
const GLfloat texCoords[] = {
0, 0,
1, 0,
1, 1,
1, 1,
0, 1,
0, 0,
};
glVertexPointer(3, GL_FLOAT, 0, &vertexData);
glTexCoordPointer(2, GL_FLOAT, 0, &texCoords);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
glFlush();
glutSwapBuffers();
}
void reshape(int w, int h)
{
win_w = w;
win_h = h;
aspect_ratio = (double)win_w / (double)win_h;
glViewport(0, 0, w, h);
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(800,600);
glutCreateWindow("Aspect Ratio");
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &tex_obj);
glBindTexture(GL_TEXTURE_2D, tex_obj);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
vector< unsigned char > pixels(4 * 3);
pixels[3*0+0] = 255;
pixels[3*0+1] = 0;
pixels[3*0+2] = 0;
pixels[3*1+0] = 0;
pixels[3*1+1] = 255;
pixels[3*1+2] = 0;
pixels[3*2+0] = 0;
pixels[3*2+1] = 0;
pixels[3*2+2] = 255;
pixels[3*3+0] = 255;
pixels[3*3+1] = 255;
pixels[3*3+2] = 255;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, &pixels[0]);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}