我正在制作一个基于平铺的游戏,而瓷砖的纹理是16x16。每当我尝试加载纹理以便可以渲染时, 我收到这个错误:
java.io.IOException: Attempt to allocate a texture to big for the current hardware
at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:292)
at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:231)
at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:184)
at org.newdawn.slick.opengl.TextureLoader.getTexture(TextureLoader.java:64)
at org.newdawn.slick.opengl.TextureLoader.getTexture(TextureLoader.java:24)
at main.Tile.loadTexture(Tile.java:124)
at main.Draw.drawMap(Draw.java:282)
at main.Draw.render(Draw.java:324)
at main.LaunchWindow.main(LaunchWindow.java:65)
Exception in thread "main" java.lang.NullPointerException
at main.Draw.drawMap(Draw.java:284)
at main.Draw.render(Draw.java:324)
at main.LaunchWindow.main(LaunchWindow.java:65)
现在,我知道我的gpu可以处理它,因为它的1GB卡。
我跑了
GL11.glGetInteger(GL11.GL_MAX_TEXTURE_SIZE)
并得到了16384。
以下是加载纹理的代码:
public void loadTexture(String a){
try {
texture = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream(a));
System.out.println(texture.getTextureRef());
} catch (IOException e) {
e.printStackTrace();
}
}
代码在需要渲染时调用:
public void drawMap(Map b){
Color.white.bind();
glBegin(GL_QUADS);
b.divideMap(10);
Tile[][] t = b.makeMap(b.getK());
for(int y = 0; y < b.tiles.length; y++){
for(int x = 0; x < b.tiles[y].length; x++){
Texture a;
t[y][x].loadTexture(t[y][x].getLocation());
a = t[y][x].getTexture();
System.out.println(a.getTextureRef());
a.bind();
glTexCoord2f(0,0);
glVertex2f(x,y);
glTexCoord2f(1,0);
glVertex2f(x + a.getWidth(), y);
glTexCoord2f(1,1);
glVertex2f(x + a.getWidth(), y + a.getHeight());
glTexCoord2f(0,1);
glVertex2f(x, y + a.getHeight());
}
}
glEnd();
}
答案 0 :(得分:3)
不知道框架,但是从代码中我看到你每帧加载所有纹理并且从不释放它们。几帧后,你的内存不足。