我的纹理不会改变,我不知道为什么。这是我的Texture Loader.h
class TextureLoader
{
private:
GLuint* Texture;
std::map<std::string, GLuint*> TextureMap;
public:
TextureLoader(){};
~TextureLoader()
{
delete Texture;
}
bool LoadTexture(std::string Source);
GLuint* GetImage(std::string TextureID);
bool CheckTextureExsist(std::string TextureID);
};
这是CPP。
bool TextureLoader::LoadTexture(std::string Source)
{
//Bind the texture to load in.
Texture = new GLuint;
glGenTextures (1, Texture);
glBindTexture (GL_TEXTURE_CUBE_MAP, *Texture);
glTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_WRAP_R,GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
//Width, Height and Components of the image.
int x, y, n;
//Set pixel format
int force_channels = 4;
//Load data into the char.
unsigned char* image_data = stbi_load (
Source.c_str(), &x, &y, &n, force_channels);
//Check too see if the image loaded.
if (!image_data) {
fprintf (stderr, "ERROR: could not load %s\n", Source);
return false;
}
//Copy the image data to the selected target.
glTexImage2D (
GL_TEXTURE_2D,
0,
GL_RGBA,
x,
y,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
image_data
);
free (image_data);
TextureMap.insert(std::pair<std::string, GLuint*>(Source,Texture));
return true;
}
GLuint* TextureLoader::GetImage(std::string TextureID)
{
return TextureMap.find(TextureID)->second;
}
bool TextureLoader::CheckTextureExsist(std::string TextureID)
{
if(TextureMap.find(TextureID) == TextureMap.end())
{
return false;
}
else
return true;
}
这就是我的绘画方式。
glBindTexture(GL_TEXTURE_2D, *TextureID);
glMaterialfv(GL_FRONT , GL_AMBIENT, Ambient);
glMaterialfv(GL_FRONT , GL_DIFFUSE, Diffuse);
glMaterialfv(GL_FRONT , GL_SPECULAR, Specular);
glMaterialf(GL_FRONT , GL_SHININESS, Shininess);
glVertexPointer(3,GL_FLOAT,0,&Vertices[0]);
glNormalPointer(GL_FLOAT,0,&Normals[0]);
glTexCoordPointer(2,GL_FLOAT,0,&TextureCoords[0]);
glPushMatrix();
glScalef(Scale[0],Scale[1],Scale[2]);
glTranslatef(Translate[0],Translate[1],Translate[2]);
glRotatef(Rotate[0],Rotate[1],Rotate[2],Rotate[3]);
glDrawArrays(GL_TRIANGLES, 0,(GLsizei)(Vertices.size()/3));
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, NULL);
TextureID传递纹理句柄的指针。句柄在运行期间确实会改变到不同的句柄,但它会绘制我加载的最后一个纹理,而不管纹理句柄。
答案 0 :(得分:2)
问题是绑定到GL_TEXTURE_CUBE_MAP
函数中的LoadTexture
:
glBindTexture (GL_TEXTURE_CUBE_MAP, *Texture);
将其更改为
glBindTexture(GL_TEXTURE_2D, *Texture);
我还建议使用GLuint
代替GLuint*
并将其存储到地图中。 glGenTextures
获取指针的唯一原因是因为它也可以输出到GLuint
的数组。