Java - LWJGL加载纹理,只加载我加载的最新纹理

时间:2013-04-20 12:41:20

标签: java 3d textures lwjgl

我正在LWJGL中创建一个游戏,目前正在实现纹理。 (3D) 当我使用我的方法只加载一个纹理时,它工作正常,但如果我加载2个纹理或更多纹理,我加载的最新纹理是活动的,我只能使用那个......

查看代码,您将理解:

我加载纹理的方法:

private int[] loadRTexture(String filename) {
    int[] twh = new int[3];
    ByteBuffer buf = null;
    int tWidth = 0;
    int tHeight = 0;

    try {
        // Open the PNG file as an InputStream
        InputStream in = new FileInputStream(filename);
        // Link the PNG decoder to this stream
        PNGDecoder decoder = new PNGDecoder(in);

        // Get the width and height of the texture
        tWidth = decoder.getWidth();
        tHeight = decoder.getHeight();
        twh[1] = tWidth;
        twh[2] = tHeight;   

        // Decode the PNG file in a ByteBuffer
        buf = ByteBuffer.allocateDirect(
                4 * decoder.getWidth() * decoder.getHeight());
        decoder.decode(buf, decoder.getWidth() * 4, Format.RGBA);
        buf.flip();

        in.close();
    } catch (IOException e) {
        e.printStackTrace();
        System.exit(-1);
    }

    // Create a new texture object in memory and bind it
    int texId = GL11.glGenTextures();
    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId);

    // All RGB bytes are aligned to each other and each component is 1 byte
    GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);

    // Create a new texture object in memory and bind it    
    // 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);
    GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D);

    // Setup the ST coordinate system
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);

    // 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_MIPMAP_LINEAR);
    twh[0] = texId;
    return twh;
}

我存储生成的int texId = GL11.glGenTextures();在这种方法之后的一个arraylist。

然后当我想渲染时,这是我如何绑定纹理:

GL11.glBegin(GL11.GL_QUADS); // Start Drawing The Cube
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, game.getResourceManager().getTextures().get(game.getResourceManager().getSpriteSheets().get(0).getTextureID()));
    GL11.glTexCoord2f(x, y);
    GL11.glVertex3f(1.0f, 1.0f, -1.0f); // Top Right Of The Quad (Top)
    GL11.glTexCoord2f(x, y+celly);
    GL11.glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Quad (Top)
    GL11.glTexCoord2f(x+cellx, y+celly);
    GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)
    GL11.glTexCoord2f(x+cellx, y);
    GL11.glVertex3f(1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)

这一行:

game.getResourceManager().getTextures().get(game.getResourceManager().getSpriteSheets().get(0).getTextureID())

获取生成的所需纹理int ..(它得到了正确的,我已经检查过了。)

那为什么会这样呢?

2 个答案:

答案 0 :(得分:1)

如果您在使用纹理加载器时遇到问题,请在此处尝试使用: LWJGL Textures and Strings

如果您真的不想,请将您的代码与我的代码进行比较,看看是否有任何错误。

答案 1 :(得分:0)

调用glBegin后,您无法绑定纹理。这会弄乱一切,