在过去一小时左右我一直在尝试修复一个错误,使得我尝试渲染的纹理只是单色。奇怪的是,这种加载纹理的方法对我来说非常好,之前没有像这样的问题。这是我加载纹理的方法(来自BufferedImage):
public static int loadTexture(BufferedImage image)
{
glEnable(GL_TEXTURE_2D);
TextureImpl.unbind();
try
{
int[ ] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0,
image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth()
* image.getHeight() * BYTES_PER_PIXEL);
for (int y = 0; y < image.getHeight(); y++)
{
for (int x = 0; x < image.getWidth(); x++)
{
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF));
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF));
buffer.put((byte) ((pixel >> 24) & 0xFF));
}
}
buffer.flip();
int textureID = glGenTextures();
glBindTexture(GL_TEXTURE_2D, textureID);
//Setup wrap mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL12.GL_CLAMP_TO_EDGE);
//Setup texture scaling filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//Send texel data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(),
image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
return textureID;
}
catch (Exception e)
{
e.printStackTrace();
}
glDisable(GL_TEXTURE_2D);
//Return the texture ID so we can bind it later again
return 0;
}
这就是纹理绘制到屏幕的方式:
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, blockTexture.getID());
glVertex2i(offsetX * cubeSize + x * cubeSize, y * cubeSize);
glVertex2i((offsetX * cubeSize + x * cubeSize) + cubeSize,
y * cubeSize);
glVertex2i((offsetX * cubeSize + x * cubeSize) + cubeSize,
(y * cubeSize) + cubeSize);
glVertex2i(offsetX * cubeSize + x * cubeSize,
(y * cubeSize) + cubeSize);
glTexCoord2f(0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glDisable(GL_TEXTURE_2D);
以上代码位于显示列表中。 知道什么可能导致四边形呈现为单一颜色吗?
答案 0 :(得分:1)
你有两个错误。
首先,你不能混合像glEnable和glVertex2i这样的函数。 glVertex2i和glTexCoord2f必须介于glBegin和gEnd之间。
其次,一旦调用glVertex2i,顶点将具有先前指定的纹理状态。
所以我相信你的代码看起来像
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, blockTexture.getID());
glBegin(...); // you have to specify a primitive type
glTexCoord2f(0.0f, 0.0f);
glVertex2i(offsetX * cubeSize + x * cubeSize, y * cubeSize);
glTexCoord2f(1.0f, 0.0f);
glVertex2i((offsetX * cubeSize + x * cubeSize) + cubeSize,
y * cubeSize);
glTexCoord2f(1.0f, 1.0f);
glVertex2i((offsetX * cubeSize + x * cubeSize) + cubeSize,
(y * cubeSize) + cubeSize);
glTexCoord2f(0.0f, 1.0f);
glVertex2i(offsetX * cubeSize + x * cubeSize,
(y * cubeSize) + cubeSize);
glEnd();
glDisable(GL_TEXTURE_2D);