我的程序的目的是显示2个具有2种不同纹理的四边形。问题是加载的最旧纹理是在两个四边形上设置的(仅限texQuadB)。我尝试用texQuadA和texQuadB替换buf [3]的两个调用,但它不起作用。我找不到用特定VBO绑定纹理的正确方法。
#define OFFSET_BUFFER(bytes) ((GLfloat *)NULL + bytes)
GLfloat verticesQuadA[12] =
{
-1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f,
};
GLfloat verticesQuadB[12] =
{
0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f,
};
GLfloat colors[12] =
{
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f,
};
GLfloat texture[8] =
{
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f
};
int main(int argc, char *argv[])
{
SDL_Init(SDL_INIT_VIDEO);
SDL_WM_SetCaption("Texture Mapping",NULL);
SDL_SetVideoMode(500, 500, 32, SDL_OPENGL);
bool continuer = true;
SDL_Event event;
GLuint buf[4];
GLuint texQuadA, texQuadB;
glClearDepth(1.0f);
glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70.0f, (float)500.0f / (float)500.0f, 1.0f, 3000.0f);
glewInit();
texQuadA = loadTexture("caisse.jpg");
texQuadB = loadTexture("metal.jpg");
//glBindTexture(GL_TEXTURE_2D, texQuadA);
//glBindTexture(GL_TEXTURE_2D, texQuadB);
glGenBuffers(4, buf);
glBindBuffer(GL_ARRAY_BUFFER, buf[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(verticesQuadA), verticesQuadA, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, buf[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(verticesQuadB), verticesQuadB, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, buf[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, buf[3]);
glBufferData(GL_ARRAY_BUFFER, sizeof(texture), texture, GL_STATIC_DRAW);
while (continuer)
{
SDL_WaitEvent(&event);
switch(event.type)
{
case SDL_QUIT:
continuer = false;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
//Draw Quad A ---------------------------------------
glBindBuffer(GL_ARRAY_BUFFER, buf[0]);
glVertexPointer(3, GL_FLOAT, 0, OFFSET_BUFFER(0));
glBindBuffer(GL_ARRAY_BUFFER, buf[2]);
glColorPointer(3, GL_FLOAT, 0, OFFSET_BUFFER(0));
glBindBuffer(GL_ARRAY_BUFFER, buf[3]);
glTexCoordPointer(2, GL_FLOAT, 0, OFFSET_BUFFER(0));
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
//Draw Quad B ---------------------------------------
glBindBuffer(GL_ARRAY_BUFFER, buf[1]);
glVertexPointer(3, GL_FLOAT, 0, OFFSET_BUFFER(0));
glBindBuffer(GL_ARRAY_BUFFER, buf[2]);
glColorPointer(3, GL_FLOAT, 0, OFFSET_BUFFER(0));
glBindBuffer(GL_ARRAY_BUFFER, buf[3]);
glTexCoordPointer(2, GL_FLOAT, 0, OFFSET_BUFFER(0));
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
//----------------------------------------------------
glFlush();
SDL_GL_SwapBuffers();
}
glDeleteBuffers(3, buf);
glDisable(GL_TEXTURE_2D);
SDL_Quit();
return 0;
}
答案 0 :(得分:8)
OpenGL是一个状态机。绑定纹理是设置该状态的一部分。启用纹理时,OpenGL将在绘制几何图形时使用当前纹理状态(您绑定的最后一个纹理)。在绘制Quad A之前,绑定texQuadA。在绘制Quad B之前,绑定texQuadB:
glBindTexture(GL_TEXTURE_2D, texQuadA);
// Draw Quad A
glBindTexture(GL_TEXTURE_2D, texQuadB);
// Draw Quad B
在这种情况下,维也纳国际中心是无关的。
答案 1 :(得分:2)
VBO与纹理对象没有交互。绑定VBO不会将其与纹理相关联。
要选择要用于绘制的纹理,请在使用它绘制命令之前调用glBindTexture。