我想将正投影投影到纹理中。
网格的渲染效果很好,但是当我添加FrameBuffer时,屏幕保持黑色。
创建FBO:
def createFBO(self):
self.fbo = glGenFramebuffersEXT(1)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, self.fbo)
self.depthbuffer = glGenRenderbuffersEXT(1)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, self.depthbuffer)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width, height)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, self.depthbuffer)
''' create the texture and bind it to the framebuffer '''
self.texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, self.texture)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, None);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, self.texture, 0);
渲染对象:
def renderMesh(self):
#glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-64, 64, -64, 64, 1.0, 1000.0);
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(64,64,100,64,64,-1,0,-1,0)
if True:
glEnable(GL_CLIP_PLANE0)
glEnable(GL_CLIP_PLANE1)
glClipPlane(GL_CLIP_PLANE0, (0,0,1,-1 * self.start + self.diff))
glClipPlane(GL_CLIP_PLANE1, (0,0,-1,self.start))
#glClearColor(0.5,0.5,0.75,1.0)
# render the mesh
#glTranslatef(-64,-64,-64)
glEnableClientState(GL_VERTEX_ARRAY) # Enable something in OpenGL
glEnableClientState(GL_COLOR_ARRAY) # Enable something in OpenGL
glBindBuffer(GL_ARRAY_BUFFER,self.vbo[1])
glColorPointer(3,GL_FLOAT,0,None) # Tell OpenGL that it contains only ColorValues
#Now the vertex Buffer with positions
glBindBuffer(GL_ARRAY_BUFFER,self.vbo[0])
glVertexPointer(3,GL_FLOAT,0,None) # Tell OpenGL that it contains the Positions for each Points
glDrawArrays(GL_TRIANGLES,0,len(self.verts)+len(self.color)) # Merge both
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_CLIP_PLANE0)
glDisable(GL_CLIP_PLANE1)
渲染纹理:
def renderPlaneWithTexture(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45.0,1.0*width/height,1.0,1000.0)
glMatrixMode(GL_MODELVIEW)
gluLookAt(0,0,1,0,0,0,0,1,0)
glClearColor(0,0,0,0)
glEnable(GL_TEXTURE_2D)
glBegin(GL_QUADS)
glNormal3f(0.0, 1.0, 0.0)
glTexCoord2f(0.0, 0.0)
glVertex3f(-1, 1, -1)
glTexCoord2f(1.0, 0.0)
glVertex3f(1, 1, -1)
glTexCoord2f(1.0, 1.0)
glVertex3f(1, -1, -1)
glTexCoord2f(0.0, 1.0)
glVertex3f(-1, -1, -1)
glEnd();
glDisable(GL_TEXTURE_2D)
MainGameLoop:
glClearColor(0.0,0.0,0.0,1.0)
if self.useFBO:
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, self.fbo);
self.renderMesh()
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
self.renderPlaneWithTexture()
else:
self.renderMesh()
pygame.display.flip()
出了什么问题?为什么渲染到纹理时我的renderWindow仍然是黑色的?没有渲染纹理一切正常......
答案 0 :(得分:3)
在渲染到FBO之前,必须取消绑定作为FBO颜色附件附加的纹理。理想情况下,在绑定FBO之前解除绑定。解除绑定是通过绑定纹理ID 0
来完成的