我有一个纹理skydome。它在附加图像时呈现白色,但在给定颜色时呈现正确。我有理由假设纹理被覆盖,因此有一些提示会很好。它曾经很好地工作,适当地显示纹理。
编辑:如果我将纹理直接打印到fbo,它确实会显示纹理。然而,当我将它映射到球体时,它显示为白色。给球体一个颜色,并用颜色正确显示。另外,对于记录,白色不是清晰的颜色。我使用的图像非常大(3000x1000~)。
ADD:任何地方都没有错误。
更改:
glActiveTextureARB(GL_TEXTURE6_ARB);
glCallList(SkySphere.getDisplayList());
要:
glActiveTextureARB(GL_TEXTURE0_ARB);
glCallList(SkySphere.getDisplayList());
显示正确的图像一次,第一次循环,然后再显示白色。
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboId);
glViewport(0,0,screenWidth,screenHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.0f, ((float)screenWidth/(float)screenHeight),0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT,
GL_NICEST);
glDisable(GL_DEPTH_TEST);
glClearColor(1.0f,1.0f,0.0f,1.0f);
glClear (GL_COLOR_BUFFER_BIT);
glLoadIdentity ();
camera.look();
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glActiveTextureARB(GL_TEXTURE6_ARB);
glCallList(SkySphere.getDisplayList());
glDisable(GL_TEXTURE_2D);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
这是skysphere代码:
public static int loadTexture(String filename) {
ByteBuffer buf = null;
int tWidth = 0;
int tHeight = 0;
.. load png into buffer..
// Create a new texture object in memory and bind it
textureId = GL11.glGenTextures();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureId);
// All RGB bytes are aligned to each other and each component is 1 byte
GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
// Upload the texture data and generate mip maps (for scaling)
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, tWidth, tHeight, 0,
GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buf);
// Setup what to do when the texture has to be scaled
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER,
GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER,
GL11.GL_LINEAR);
return textureId;
}
public static int getDisplayList() {
return displayList;
}
public static int makeSphere() {
Sphere s = new Sphere(); // an LWJGL class for drawing sphere
s.setOrientation(GLU.GLU_INSIDE); // normals point inwards
s.setTextureFlag(true); // generate texture coords
displayList = GL11.glGenLists(1);
GL11.glNewList(displayList, GL11.GL_COMPILE);
{
GL11.glPushMatrix();
{
GL11.glBindTexture(GL11.GL_TEXTURE_2D, getTextureId());
//GL11.glTranslatef(0,0,0);
GL11.glRotatef(90f, 1,0,0); // rotate the sphere to align the axis vertically
s.draw(1, 48, 48); // run GL commands to draw sphere
}
GL11.glPopMatrix();
}
GL11.glEndList();
return displayList;
}
在initGL中:
SkySphere.createShader();
SkySphere.loadTexture("textures/panorama2.png");
SkySphere.makeSphere();
此外,我在framebuffers中完成了大部分工作:
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, modelsFboId);
有时将深度复制到纹理:
glActiveTextureARB(GL_TEXTURE3_ARB);
glBindTexture(GL_TEXTURE_2D, modelsDepthTextureId);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, screenWidth, screenHeight);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
答案 0 :(得分:0)
我用过
glPushAttrib(GL_ALL_ATTRIB_BITS);
开头和
glPopAttrib();
最后重置每个帧的OpenGL状态。