编辑: 我把它缩小到这个:看起来如果我在我的函数中执行以下操作,然后在渲染器函数中再也不会再调用glBindTexture它仍然会渲染...纹理......
NM->data = stbi_load ( FileBuf , &NM->width , &NM->height , &NM->bit , 0 );
//glGenTextures ( 1 , &NM->texture [ 0 ] ); // ** OFF **
//glBindTexture ( GL_TEXTURE_2D, NM->texture [ 0 ] ); // ** OFF **
//glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ); // ** Enableing This Will Render White (no texture)
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ); // ** Enableing This Will Render the texture for both objects *** SUPER WEIRD ***
// *** ALSO *** I dont ever call glBindTexture Again after this but still the object is being textured ***
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , NM->width , NM->width , 0 , GL_RGBA , GL_UNSIGNED_BYTE , NM->data );
stbi_image_free ( NM->data );
我只是尝试使用加载和渲染的材质来获取WaveFront对象。话虽如此,我只是想拼凑一些代码,以便更好地理解一切是如何工作的,所以我可以回去重新编程一切。 (我在窗户上)
我可以从文件加载.objects甚至加载纹理......问题是,加载的最后一个纹理用于所有对象......
这里是glIntercept用于加载图像......
glGenTextures(1,05331C10)
glBindTexture(GL_TEXTURE_2D,1)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST)
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,1024,1024,0,GL_RGBA,GL_UNSIGNED_BYTE,05733040)
glGenTextures(1,05332780)
glBindTexture(GL_TEXTURE_2D,2)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST)
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,1024,1024,0,GL_RGBA,GL_UNSIGNED_BYTE,0573D040)
..来自:
NM->MapUsed = true;
sscanf ( coord [ i ]->c_str() , "map_Kd %s" , NM->map_Kd );
char FileBuf [ 256 ] = { 0x0 };
sprintf ( FileBuf , "C:\\OpenGL\\Debug\\%s" , NM->map_Kd );
NM->data = stbi_load ( FileBuf , &NM->width , &NM->height , &NM->bit , 0 );
glGenTextures ( 1 , &NM->texture );
glBindTexture ( GL_TEXTURE_2D, NM->texture );
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST );
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST );
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , NM->width , NM->height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , NM->data );
stbi_image_free ( NM->data );
以上代码是我如何加载纹理。 NM位于VectorMaterialLibrary中的矢量数组中,位于ObjectLoader vector ...
中void Renderer() {
updatecam();
// all My Objects
for ( int i = 0 ; i < ObjectLoader.size() ; i++ ) {
sObjectLoader *TempObject = ObjectLoader [ i ];
if ( TempObject->MTLFile ) {
for ( int z = 0 ; z < TempObject->VectorMaterialLibrary.size() ; z++ ) {
sMaterialLibrary *TempMaterial = TempObject->VectorMaterialLibrary [ z ];
if ( strcmp ( TempMaterial->newmtl , TempObject->usemtl ) == 0 ) {
if ( TempMaterial->MapUsed ) {
glBindTexture ( GL_TEXTURE_2D, TempMaterial->texture ); // *** This Dings 1/2 respectively ***
}
break;
}
}
}
for ( int z = 0 ; z < TempObject->_3f.size() ; z++ ) {
s3f *Temp3f = TempObject->_3f [ z ];
if ( Temp3f->GL_TYPE == GL_QUADS ) {
glBegin ( GL_QUADS );
if ( Temp3f->boolvn ) {
glNormal3f ( Temp3f->vn [ 0 ] , Temp3f->vn [ 1 ] , Temp3f->vn [ 2 ] );
}
if ( Temp3f->boolv ) {
if ( Temp3f->boolvt ) glTexCoord2f ( Temp3f->vt [ 0 ] , Temp3f->vt [ 1 ] );
glVertex3f ( Temp3f->v [ 0 ] , Temp3f->v [ 1 ] , Temp3f->v [ 2 ] );
if ( Temp3f->boolvt ) glTexCoord2f ( Temp3f->vt [ 2 ] , Temp3f->vt [ 3 ] );
glVertex3f ( Temp3f->v [ 3 ] , Temp3f->v [ 4 ] , Temp3f->v [ 5 ] );
if ( Temp3f->boolvt ) glTexCoord2f ( Temp3f->vt [ 4 ] , Temp3f->vt [ 5 ] );
glVertex3f ( Temp3f->v [ 6 ] , Temp3f->v [ 7 ] , Temp3f->v [ 8 ] );
if ( Temp3f->boolvt ) glTexCoord2f ( Temp3f->vt [ 6 ] , Temp3f->vt [ 7 ] );
glVertex3f ( Temp3f->v [ 9 ] , Temp3f->v [ 10 ] , Temp3f->v [ 11 ] );
}
glEnd();
} else {
glBegin ( GL_TRIANGLES );
if ( Temp3f->boolvn ) {
glNormal3f ( Temp3f->vn [ 0 ] , Temp3f->vn [ 1 ] , Temp3f->vn [ 2 ] );
}
if ( Temp3f->boolv ) {
if ( Temp3f->boolvt ) glTexCoord2f ( Temp3f->vt [ 0 ] , Temp3f->vt [ 1 ] );
glVertex3f ( Temp3f->v [ 0 ] , Temp3f->v [ 1 ] , Temp3f->v [ 2 ] );
if ( Temp3f->boolvt ) glTexCoord2f ( Temp3f->vt [ 2 ] , Temp3f->vt [ 3 ] );
glVertex3f ( Temp3f->v [ 3 ] , Temp3f->v [ 4 ] , Temp3f->v [ 5 ] );
if ( Temp3f->boolvt ) glTexCoord2f ( Temp3f->vt [ 4 ] , Temp3f->vt [ 5 ] );
glVertex3f ( Temp3f->v [ 6 ] , Temp3f->v [ 7 ] , Temp3f->v [ 8 ] );
}
glEnd();
}
}
}
}
此外,渲染的glintercept(采取最后一次image1调用和image2的开始...)
glBegin(GL_TRIANGLES) Textures[ (0,1) ]
glNormal3f(0.000000,0.000000,-1.000000)
glTexCoord2f(1.000000,0.000000)
glVertex3f(1.892851,-0.950534,-3.331728)
glTexCoord2f(1.000000,1.000000)
glVertex3f(-0.107149,-0.950534,-3.331728)
glTexCoord2f(0.000000,1.000000)
glVertex3f(-0.107149,1.049466,-3.331728)
glEnd()
glBindTexture(GL_TEXTURE_2D,2)
glBegin(GL_TRIANGLES) Textures[ (0,2) ]
glNormal3f(0.000000,-1.000000,-0.000000)
glTexCoord2f(0.000000,0.000000)
glVertex3f(1.892851,-0.950534,-3.331728)
glTexCoord2f(1.000000,0.000000)
glVertex3f(1.892851,-0.950534,-1.331729)
glTexCoord2f(0.000000,1.000000)
glVertex3f(-0.107149,-0.950534,-3.331728)
glEnd()
我想知道我哪里出错了。我真的只是希望这个工作,所以我可以从头开始重新编写框架。
如果你需要更多代码,我可以发布它,但我不想要一个大墙!!!
//编辑,手动执行以下操作.. 错误
// I only have 2 objects with this test, and 2 materials...
if ( testing ) {
glGenTextures ( 2 , Gtextures ); // ********Global
testing = false;
NM->data = stbi_load ( FileBuf , &NM->width , &NM->height , &NM->bit , 0 );
glBindTexture ( GL_TEXTURE_2D, Gtextures[0] );
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST );
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST );
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , NM->width , NM->height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , NM->data );
stbi_image_free ( NM->data );
} else {
NM->data = stbi_load ( FileBuf , &NM->width , &NM->height , &NM->bit , 0 );
glBindTexture ( GL_TEXTURE_2D, Gtextures[1] );
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST );
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST );
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , NM->width , NM->height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , NM->data );
stbi_image_free ( NM->data );
}
**
for ( int z = 0 ; z < TempObject->VectorMaterialLibrary.size() ; z++ ) {
sMaterialLibrary *TempMaterial = TempObject->VectorMaterialLibrary [ z ];
if ( strcmp ( TempMaterial->newmtl , TempObject->usemtl ) == 0 ) {
if ( TempMaterial->MapUsed ) {
//mbci ( "Changing Texture" , i );
//mbci ( "Gtextures [ i ]" , Gtextures [ i ] );
glBindTexture ( GL_TEXTURE_2D, Gtextures [ i ] ); // ** I only have 2 objects so this works for loading the 2 textures...
//glBindTexture ( GL_TEXTURE_2D, TempMaterial->texture );
}
break;
}
}
但是对象仍然是相同的纹理...
这是我正在渲染的图片。注意一切都是相同的颜色...中间的两个立方体应该是两种不同的颜色,其他对象也采用相同的纹理...这里是两个纹理(按比例缩小)
What I See http://i.stack.imgur.com/s1NXn.png ** No Idea **
Cube UV1 http://i.stack.imgur.com/s44Tb.png ** This is loaded first**
Cube UV2 http://i.stack.imgur.com/8KXdo.png ** This is loaded last **
答案 0 :(得分:3)
我讨厌这样做,但经过几天的调试和浏览我的OpenGL小册子后,我已经回答了我自己的问题。
我的代码的问题是基于.obj格式以及我如何订购面孔。在.obj格式中,每个.obj都会递增...例如:
OBJECT ONE
f 5/1/1 6/2/1 1/3/1
f 6/1/2 7/2/2 2/3/2
f 7/1/3 8/2/3 3/3/3
f 8/1/4 5/2/4 4/3/4
f 1/1/5 2/2/5 4/3/5
f 8/1/6 7/2/6 5/3/6
f 6/2/1 2/4/1 1/3/1
f 7/2/2 3/4/2 2/3/2
f 8/2/3 4/4/3 3/3/3
f 5/2/4 1/4/4 4/3/4
f 2/2/5 3/4/5 4/3/5
f 7/2/6 6/4/6 5/3/6
OBJECT TWO
f 9/5/7 10/6/7 12/7/7
f 13/5/8 16/6/8 14/7/8
f 9/5/9 13/6/9 10/7/9
f 10/5/10 14/6/10 11/7/10
f 11/5/11 15/6/11 12/7/11
f 13/5/12 9/6/12 16/7/12
f 10/6/7 11/8/7 12/7/7
f 16/6/8 15/8/8 14/7/8
f 13/6/13 14/8/13 10/7/13
f 14/6/10 15/8/10 11/7/10
f 15/6/11 16/8/11 12/7/11
f 9/6/12 12/8/12 16/7/12
我如何存储Vertex / VertexTexture / VertexNormals,是正确的,但是我的循环从第二个对象的0开始,这意味着我实际上是重新创建了第一个对象,因此它应用了最后一个纹理... 强>
致其他人:请注意您的程序如何存储和阅读。
只需更改一行代码即可进行几天的工作,以使其正常运行... yippie。
如果有办法确保搅拌机不这样做会很好......