我有这个全屏问题,纹理中的像素一起模糊。问题不在于绘制图像,而在于纹理本身的缩放,感觉我可以看到纹理板中的相邻纹理相互模糊,导致其他纹理和工件中的纹理部分无处不在。我不知道为什么会发生这种情况,感觉,从查看我的代码,没有明显的分辨率差异。
有人可以帮帮我吗?我一直坚持这个问题。设置全屏的代码:
public static final int WIDTH=256, HEIGHT=240;
public static int viewWidth, viewHeight, viewX, viewY;
public static void BeginSession(){
Display.setTitle("Mega Man");
try{
Display.setDisplayMode(Display.getDisplayMode());
Display.create();
}catch(LWJGLException e){
e.printStackTrace();
}
viewHeight=Display.getHeight();
viewWidth=WIDTH*viewHeight/HEIGHT;
Display.setVSyncEnabled(true);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0,WIDTH,HEIGHT,0,1,-1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL11.GL_LINE_SMOOTH);
glHint(GL11.GL_LINE_SMOOTH, GL_NICEST);
glEnable(GL11.GL_POINT_SMOOTH);
glHint(GL11.GL_POINT_SMOOTH, GL_NICEST);
try{Display.setFullscreen(true);}catch(Exception e){}
viewX=Display.getWidth()/2-viewWidth/2;
viewY=Display.getHeight()/2-viewHeight/2;
glViewport(viewX, viewY, viewWidth, viewHeight);
//glViewport(viewX,viewY,WIDTH,HEIGHT);
System.out.println("View Width: "+viewWidth+"\nView Height: "+viewHeight);
textSpriteSheet = QuickLoad("Mega_Man_Font_8x8");
highlightedTextSpriteSheet = QuickLoad("Mega_Man_Font_8x8_Yellow");
}
这是将图像渲染到屏幕的代码。
public static void DrawQuadTex(Texture tex, int x, int y, float width, float height, float texWidth, float texHeight, float subx, float suby, float subd, String mirror){
if (tex==null){return;}
if (mirror==null){mirror = "";}
//subx, suby, and subd are to grab sprites from a sprite sheet. subd is the measure of both the width and length of the sprite, as only images with dimensions that are the same and are powers of 2 are properly displayed.
int xinner = 0;
int xouter = (int) width;
int yinner = 0;
int youter = (int) height;
if (mirror.indexOf("h")>-1){
xinner = xouter;
xouter = 0;
}
if (mirror.indexOf("v")>-1){
yinner = youter;
youter = 0;
}
tex.bind();
glTranslatef(x,y,0);
glBegin(GL_QUADS);
//top left
glTexCoord2f((subx)/texWidth,(suby)/texHeight);
glVertex2f(xinner,yinner);
//top right
glTexCoord2f((subx+subd)/texWidth,(suby)/texHeight);
glVertex2f(xouter,yinner);
//bottom right
glTexCoord2f((subx+subd)/texWidth,(suby+subd)/texHeight);
glVertex2f(xouter,youter);
//bottom left
glTexCoord2f((subx)/texWidth,(suby+subd)/texHeight);
glVertex2f(xinner,youter);
glEnd();
glLoadIdentity();
}
答案 0 :(得分:1)
您希望在每个纹素的中心进行采样以避免插值,但如果您天真地使用[ 0.0 , 1.0 ]范围,则不会发生这种情况。这是因为 0.0 位于图像的边缘,它同样靠近第一个纹素的中心,因为它是纹理另一侧的最后一个纹素的中心(使用时默认GL_REPEAT
换行模式)。
http://i.msdn.microsoft.com/dynimg/IC83860.gif
您实际上需要将坐标划分为以下范围:[ 1.0 /(2.0 * N), 1.0 - 1.0 /(2.0 * N)]
(subx + 0.5)/texWidth, (suby + 0.5)/texHeight
通过Baiscally,您只需要半个画面转换,然后您的问题就会消失。