纹理全黑

时间:2013-04-18 07:56:30

标签: opengl-es opengl-es-2.0

据我所知,我第一次尝试在三角形上绘制纹理正在正确设置,但它显示为全黑。

我将图像发送到OpenGL:

   GLuint gridTexture;
    glGenTextures(1, &gridTexture);
    glBindTexture(GL_TEXTURE_2D, gridTexture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);


glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.x,
                 size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);

虽然我不确定如何测试“像素”是否符合我的预期,但我知道size.xsize.y变量正在为我正在使用的PNG正确记录所以我假设像素工作得很好,因为它们都是在我的资源加载器中一起提取的

我的着色器很简单:

attribute vec4 Position;
attribute vec4 SourceColor;
attribute vec2 TextureCoordinate;

varying vec4 DestinationColor;
varying vec2 TextureCoordOut;

uniform mat4 Projection;
uniform mat4 Modelview;

void main(void)
{
    DestinationColor = SourceColor;

    gl_Position=Projection*Modelview*Position;
    TextureCoordOut = TextureCoordinate;
}

片段:

varying lowp vec4 DestinationColor;
varying mediump vec2 TextureCoordOut;

uniform sampler2D Sampler;

void main(void)
{
    gl_FragColor = texture2D(Sampler, TextureCoordOut) * DestinationColor;
//        gl_FragColor = DestinationColor; //this works and I see varied colors fine
}

我从客户端内存发送纹理坐标,如下所示:

glEnableVertexAttribArray(textCoordAttribute));    
glVertexAttribPointer(textCoordAttribute, 2, GL_FLOAT, GL_FALSE, sizeof(vec2),&texs[0]);

三角形及其顶点与纹理坐标是这样的;我知道坐标没有打磨,我只想在屏幕上看到一些东西:

//omitting structures that I use to hold my vertex data, but you can at least see the vertices and the coordinates I am associating with them. The triangle draws fine, and if I disable the texture2D() function in the frag shader I can see the colors of the vertices so everything appears to be working except the texture itself.

    top.Color=vec4(1,0,0,1);
    top.Position=vec3(0,300,0);
    texs.push_back(vec2(0,1));

    right.Color=vec4(0,1,0,1);
    right.Position=vec3(300,0,0);
    texs.push_back(vec2(1,0));

    left.Color=vec4(0,0,1,1);
    left.Position=vec3(-300,0,0);
    texs.push_back(vec2(0,0));

    verts.push_back(top);
    verts.push_back(right);
    verts.push_back(left);

为了更好的衡量,我尝试在绘制之前再次使用glBindTexture绑定纹理,使其“活跃”,但这没有任何区别。

我认为可能是一个非常简单的步骤,我没有在某处做,但我无法在任何地方找到它。

3 个答案:

答案 0 :(得分:0)

通过使纹理尺寸的长度和宽度为2来解决问题。

答案 1 :(得分:0)

对于遭受纹理显示为黑色的人,我发现的另一个原因是,如果在创建纹理时(在glTexImage2D之前)未设置这些简单的参数,则纹理显示为黑色

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

答案 2 :(得分:-3)

在设置过滤器之前,必须有一个绑定数据到纹理。你必须先调用glTexImage2D

GLuint gridTexture;
glGenTextures(1, &gridTexture);
glBindTexture(GL_TEXTURE_2D, gridTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.x,
                 size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);  
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);