首先,我的OpenGL信息(我在运行时抓住了它):
OpenGL version = 4.0.10243兼容性配置文件上下文,vendor = ATI Technologies Inc.,渲染器= AMD Radeon HD 6650M
所以我正在为一些我正在研究的项目开发一个gui / hud渲染系统,我遇到了一个有趣的问题。我可以使用以下代码显示纹理GL_QUADS而不会出现问题:
this->m_buffer->openglBindTexture();
SDL::Rect tc( this->m_buffer->getOpenGLTextureCoords() );
glBegin( GL_QUADS );
glColor4fv( (SDL::Color("white")).toGLColor4vf( 1.0 ) );
glTexCoord2f( tc.topleft().x, tc.topleft().y );
glVertex3f( this->boundary().bottomleft().x, this->boundary().bottomleft().y, this->m_z );
glTexCoord2f( tc.topright().x, tc.topright().y );
glVertex3f( this->boundary().bottomright().x, this->boundary().bottomright().y, this->m_z );
glTexCoord2f( tc.bottomright().x, tc.bottomright().y );
glVertex3f( this->boundary().topright().x, this->boundary().topright().y, this->m_z );
glTexCoord2f( tc.bottomleft().x, tc.bottomleft().y );
glVertex3f( this->boundary().topleft().x, this->boundary().topleft().y, this->m_z );
glEnd();
其中一些使用我自己的围绕SDL + OpenGL的包装器代码。这是我的绑定代码,以防有人抓住它的怪癖:
void Surface::openglBindTexture( void )
{
int glerror = 0;
if( !this->m_hastexture ) {
int bpp;
Uint32 Rmask, Gmask, Bmask, Amask;
SDL_PixelFormatEnumToMasks(
SDL_PIXELFORMAT_ABGR8888, &bpp,
&Rmask, &Gmask, &Bmask, &Amask
);
int glw = this->w_pow2();
int glh = this->h_pow2();
/* Create surface that will hold pixels passed into OpenGL. */
SDL_Surface *img_rgba8888 = SDL_CreateRGBSurface(0,
glw, glh, bpp,
Rmask, Gmask, Bmask, Amask
);
SDL_SetSurfaceAlphaMod( this->m_surface, 0xFF );
SDL_SetSurfaceBlendMode( this->m_surface, SDL_BLENDMODE_NONE );
SDL_BlitSurface( this->m_surface, NULL, img_rgba8888, NULL );
glGenTextures( 1, &this->m_texture );
glBindTexture( GL_TEXTURE_2D, this->m_texture );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, glw, glh, 0, GL_RGBA, GL_UNSIGNED_BYTE, img_rgba8888->pixels );
glerror = GLException::glError(); if( glerror != 0 ) throw new GLException( "Surface::openglBindTexture::glTexImage2D", glerror, __FILE__, __LINE__ );
SDL_FreeSurface(img_rgba8888);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
glerror = GLException::glError();
if( glerror != 0 ) throw new GLException( "Surface::openglBindTexture::Importing raw texture", glerror, __FILE__, __LINE__ );
this->m_hastexture = true;
}
glBindTexture( GL_TEXTURE_2D, this->m_texture );
}
这是我试图用来在opengl中显示一个简单的彩色四边形的代码:
glBegin( GL_QUADS );
glColor3f( 1.0f, 1.0f, 1.0f );
glVertex3f( this->boundary().topleft().x, this->boundary().topleft().y, this->m_z );
glColor3f( 1.0f, 1.0f, 1.0f );
glVertex3f( this->boundary().topright().x, this->boundary().topright().y, this->m_z );
glColor3f( 1.0f, 1.0f, 1.0f );
glVertex3f( this->boundary().bottomright().x, this->boundary().bottomright().y, this->m_z );
glColor3f( 1.0f, 1.0f, 1.0f );
glVertex3f( this->boundary().bottomleft().x, this->boundary().bottomleft().y, this->m_z );
glEnd();
这没有任何吸引力。我完全难过,因为我可以看到所有纹理四边形没有问题。
编辑:我应该注意,我做了一些完整性检查,边界坐标都正确且可见。
编辑2 :看起来当我不做任何纹理四边形时,它可以正常工作。有没有人看到绑定函数中的任何部分可能会破坏它?
答案 0 :(得分:1)
所以,事实证明我只是需要添加一些逻辑来在每次需要时启用和禁用GL_TEXTURE_2D,而不是仅仅将其保持在opengl状态业务中。