在我的程序中,我需要进行屏幕外渲染。为此我使用FBO。为了查看我绘制的图像是否正确用于测试目的,我将其从FBO复制到纹理然后将纹理渲染为四边形。问题是,当我从FBO复制到纹理并渲染它时,图像看起来很暗/得到黑色,但形状是正确的。我已尝试在FBO中使用纹理作为附件并直接渲染(不将其复制到另一个纹理中)并且颜色正确。 下面是纹理创建的代码
//initial texture which works when rendered to a quad
glGenTexturesEXT(3, &textureID[0]);
glBindTextureEXT(GL_TEXTURE_2D, textureID[0]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 600, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
//second one which should be a copy of the above but has tha dark color mentioned
glBindTextureEXT(GL_TEXTURE_2D, textureID[1]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); // automatic mipmap
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 600, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTextureEXT(GL_TEXTURE_2D, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,GL_TEXTURE_2D,textureID[0],0);
//Attach depth buffer to FBO
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_rb);
st1=glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
现在处于渲染功能
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); //biding FBO
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//render code
unsigned char *pixels= new unsigned char [600*512*4];
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0); //unbiding
glBindTextureEXT(GL_TEXTURE_2D,textureID[1]); //if I change to textureID[0] result is fine
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA8,600,512,0,GL_RGBA,GL_UNSIGNED_BYTE,pixels);
glBindTextureEXT(GL_TEXTURE_2D,0);
glViewport(0, 0, 600, 512);
glClearColor(1.0,1.0,1.0,1.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glBindTextureEXT(GL_TEXTURE_2D, textureID[1]);
//setting the correct matrixes + render a quad
//before rendering a quad I set the color with
glColor3f(1.0, 1.0, 1.0);
delete[] pixels;
glutSwapBuffers();
我正在使用过剩设置。在取消FBO并将纹理作为glReadPixels(...)的替代品之后,我尝试了其他函数,例如glGetTexImage2D,但没有成功。
答案 0 :(得分:1)
我不理解你的第二个代码片段中对glTexImage2D的这个调用。 pixels
将只包含垃圾。你期望它做什么?
纹理在很长一段时间内都是核心OpenGL。它只是glGenTextures
而glBindTexture
不是...EXT
。我还建议使用...ARB
版本的FBO功能,或者只使用OpenGL核心帧缓冲支持(以后的OpenGL版本)。