以下代码是在JOGL练习应用中呈现单个多维数据集的方法:
public void render(GL gl)
{
texture.enable();
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
texture.bind(); // textures clockwise from top left when
// facing
gl.glBegin(GL.GL_QUADS);
// north facing side
if (renderSide[0])
{
gl.glNormal3i(0, 1, 0);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3fv(v2, 0);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3fv(v1, 0);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3fv(v5, 0);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3fv(v6, 0);
}
// east facing side
if (renderSide[1])
{
gl.glNormal3i(1, 0, 0);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3fv(v3, 0);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3fv(v2, 0);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3fv(v6, 0);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3fv(v7, 0);
}
// south facing side
if (renderSide[2])
{
gl.glNormal3i(0, -1, 0);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3fv(v4, 0);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3fv(v3, 0);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3fv(v7, 0);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3fv(v8, 0);
}
// west facing side
if (renderSide[3])
{
gl.glNormal3i(-1, 0, 0);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3fv(v1, 0);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3fv(v4, 0);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3fv(v8, 0);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3fv(v5, 0);
}
// top side
if (renderSide[4])
{
gl.glNormal3i(0, 0, 1);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3fv(v1, 0);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3fv(v2, 0);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3fv(v3, 0);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3fv(v4, 0);
}
gl.glEnd();
texture.disable();
为每个Cube调用此代码,每个Cube都以相同的方式初始化,但是某些的纹理被区别对待并且“模糊”,而其余的则没有,
这是一张图片:
对于每个块,每个帧都调用此渲染方法,那么问题如何永久地显示单个块的自身?
另外作为一个侧面问题,我的应用程序因为它有大量内存泄漏我无法追踪,这是问题吗?除了设置相机和光源,这是openGL代码的主要部分!
答案 0 :(得分:2)
GL_TEXTURE_MAG_FILTER
是每纹理对象状态。绑定纹理对象,然后设置它。