我正在尝试编写一个用于将对象加载到程序中的类/问题是OpenGL只加载了所有对象的最后一个纹理。
以下是代码:
game.cpp类:
object = new Object("table.obj", "wood.bmp",0); // a new object - obj file, texture and
object1 = new Object("aa.obj", "cloth.bmp",1); // texture number
object->draw();
object1->draw();
对象类:
AUX_RGBImageRec *texture;
Object::Object(char* filename, char* texname, int num) {
tex_num = num;
is_loaded = false;
.... some vertex stuff here
texture = auxDIBImageLoadA(texname);
}
void Object::draw() {
if(!is_loaded) {
loadTexture();
is_loaded = true;
}
... vertex stuff again
void Object::loadTexture() {
GLuint *tex = new GLuint[10];
unsigned int names[10];
glGenTextures(1, tex);
glBindTexture(GL_TEXTURE_2D, tex[tex_num]);
cout << tex_num << endl;
// glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, 3,
texture->sizeX,
texture->sizeY,
0, GL_RGB, GL_UNSIGNED_BYTE,
texture->data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// free memory
delete tex;
cout << tex_num << endl;
}
答案 0 :(得分:1)
为什么要动态分配纹理ID变量?为什么在需要时在loadTexture
的末尾删除它,在绘图时实际引用纹理? OpenGL不会将纹理与几何本身神奇地关联起来。
以下更改:
- Object::Object(char* filename, char* texname, int num) {
+ Object::Object(char* filename, char* texfilename) {
- tex_num = num;
is_loaded = false;
.... some vertex stuff here
- texture = auxDIBImageLoadA(texname);
+ loadTexture(texfilename);
}
class Object {
/*...*/
+ GLuint texID;
}
void Object::draw() {
-if(!is_loaded) {
- loadTexture();
- is_loaded = true;
- }
+ glBindTexure(GL_TEXTURE_2D, texID);
+ draw_geometry();
}
- void Object::loadTexture() {
+ void Object::loadTexture(char const * const texfilename) {
- GLuint *tex = new GLuint[10];
- unsigned int names[10];
- glGenTextures(1, tex);
- glBindTexture(GL_TEXTURE_2D, tex[tex_num]);
- cout << tex_num << endl;
+ glGenTexture(1, &texID);
+ glBindTexture(GL_TEXTURE_2D, texID);
+ cout << texID << endl;
+ // Image is a yet to implement class offering image loading
+ // in a RAII fashion.
+ Image img = Image::fromFile(texfilename);
- // glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glTexImage2D(GL_TEXTURE_2D, 0, 3,
- texture->sizeX,
- texture->sizeY,
- 0, GL_RGB, GL_UNSIGNED_BYTE,
- texture->data);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, img.alignment());
+ glTexImage2D(GL_TEXTURE_2D, 0,
+ img.glinternalformat(), // don't use a channel count here!
+ img.width(),
+ img.height(),
+ 0,
+ img.glformat(),
+ img.gltype(),
+ img.data() );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- // free memory
- delete tex;
- cout << tex_num << endl;
+ cout << texID << endl;
}
答案 1 :(得分:0)
现在您的第一个draw()调用加载了纹理,您只需在每次绘制之前调用glBindTexture(GL_TEXTURE_2D,your_generated_buffer)。
void Object::draw()
{
if(!is_loaded)
{
loadTexture();
is_loaded = true;
}
glBindTexture(GL_TEXTURE_2D, this->texture_buffer);
// Your vertex things..
}
如果this-&gt; texture_buffer表示你生成的纹理缓冲区,例如,你正在做什么是奇怪的,你正在分配一个GLuint *数组?我宁愿向你推荐这个:
void Object::loadTexture()
{
glGenTextures(1, &this->texture_buffer);
glBindTexture(GL_TEXTURE_2D, this->texture_buffer);
glTexImage2D(GL_TEXTURE_2D, 0, 3,
texture->sizeX,
texture->sizeY,
0, GL_RGB, GL_UNSIGNED_BYTE,
texture->data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
希望这会有所帮助:)
PS:如果你想知道为什么只应用了最后一个纹理,那是因为OpenGL的工作方式是,他绘制了你想要绘制的内容,这要归功于当前激活的纹理,灯光,......以及你最后一次调用object1-&gt; draw(),调用最后一个loadtexture(),它通过调用glBindTexture()来激活你的最后一个纹理。