我正在绘制纹理四边形,但使用的纹理是之前绑定的纹理,即使我正在尝试绑定新纹理。
在GuiHandler.java中创建纹理
tex = GL11.glGenTextures();
InputStream in = null;
try {
in = new FileInputStream(new File("res/gui.png"));
} catch (FileNotFoundException e) {
e.printStackTrace();
}
PNGDecoder decoder = null;
try {
decoder = new PNGDecoder(in);
} catch (IOException e) {
e.printStackTrace();
}
ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth()
* decoder.getHeight());
try {
decoder.decode(buffer, decoder.getWidth() * 4,
PNGDecoder.Format.RGBA);
} catch (IOException e) {
e.printStackTrace();
}
buffer.flip();
GL11.glTexParameteri(GL11.GL_TEXTURE_2D,
GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D,
GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0,
GL11.GL_RGB8, decoder.getWidth(), decoder.getHeight(), 0,
GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buffer);
渲染代码
GL11.glPushAttrib(GL11.GL_TEXTURE_BINDING_2D);
GL11.glLoadIdentity();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, GuiHandler.tex);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2f(gui.getX(), gui.getY());
GL11.glTexCoord2f(1, 0);
GL11.glVertex2f(gui.getX()+gui.getWidth(), gui.getY());
GL11.glTexCoord2f(1, 1);
GL11.glVertex2f(gui.getX()+gui.getWidth(), gui.getY()+gui.getHeight());
GL11.glTexCoord2f(0, 1);
GL11.glVertex2f(gui.getX(), gui.getY()+gui.getHeight());
//GL11.glRectf(gui.getX(), gui.getY(), gui.getWidth()+gui.getWidth(), gui.getY() + gui.getHeight());
GL11.glEnd();
GL11.glPopAttrib();
有谁知道为什么使用先前绑定的纹理而不是正确的纹理? P.S我正在使用LWJGL
答案 0 :(得分:0)
您的纹理创建代码确实不绑定新创建的纹理对象,但更新之前绑定的纹理对象。