我在使用OpenGl将bmp图像打开到纹理时遇到问题 这是loadTexture函数:
GLuint loadTexture() {
FILE *f;
int imageSize,rd;
f = fopen(filename, "rb");
if(f == 0){
printf("Couldn't open file\n");
exit(-1);
}
GLubyte header[54];
fread(header, 54,1,f);
if(header[0] != 'B' || header[1] != 'M'){
printf("File not bitmap\n");
exit(1);
}
dataPos = *(int*)&(header[0x0A]);
imageSize = *(int*)&(header[0x22]);
width = *(int*)&(header[0x12]);
height = *(int*)&(header[0x16]);
if (imageSize==0) imageSize=width*height*3;
if (dataPos==0) dataPos=54;
data = new unsigned char [imageSize];
fread(data,1,imageSize,f);
fclose(f);
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP); return textureID;
}
该函数始终返回0,但没有错误(我也查看了glGetError()
)
无论如何尝试加载纹理时:
glClear(GL_COLOR_BUFFER_BIT);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_REPLACE);
//BOTTOM LEFT - red
glBindTexture(GL_TEXTURE_2D,texture);
glViewport(0,0,256,256);
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex2f(-1,1);
glTexCoord2f(1,0);
glVertex2f(-1,-1);
glTexCoord2f(0,1);
glVertex2f(1,-1);
glTexCoord2f(1,1);
glVertex2f(1,1);
glEnd();
我得到一个白色方块而不是图片.. 这是我的初学者:
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(512, 512);
glutCreateWindow("Sample");
glEnable(GL_TEXTURE_2D);
glOrtho(-1.0,1.0,-1.0,1.0,2.0,-2.0);
glClearColor(0,0,0,0);
texture = loadTexture();
printf("Texture: %d\n",texture);
glutDisplayFunc(mydisplay);
glutMainLoop();
有什么想法吗?
答案 0 :(得分:1)
在glutCreateWindow()
成功返回之前,您没有获得GLUT的当前GL上下文。 glutInitDisplayMode()
是不够的。
您在loadTexture()
中调用的所有GL函数都需要当前的GL上下文才能运行。
将texture = loadTexture();
移至glutCreateWindow()
之后和glutMainLoop();
之前的某个位置。
此外,如果您要使用3分量BGR / RGB,请务必使用glPixelStorei()
将GL_UNPACK_ALIGNMENT
设置为1
(而不是默认4
} glTexImage2D()
来电之前。
这是我系统最简单的方法:
// http://glew.sourceforge.net/
#include <GL/glew.h>
#include <GL/glut.h>
GLuint loadTexture()
{
const unsigned char data[] =
{
255, 0, 0, 0, 255, 0,
0, 0, 255, 255, 255, 255,
};
const GLsizei width = 2;
const GLsizei height = 2;
GLuint textureID = 0;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
return textureID;
}
GLuint texture = 0;
void display()
{
glClearColor( 0, 0, 0, 1 );
glClear( GL_COLOR_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( -2, 2, -2, 2, 2, -2 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,texture);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_REPLACE);
glBegin(GL_QUADS);
glTexCoord2f( 0, 0 );
glVertex2i( -1, -1 );
glTexCoord2f( 1, 0 );
glVertex2i( 1, -1 );
glTexCoord2f( 1, 1 );
glVertex2i( 1, 1 );
glTexCoord2f( 0, 1 );
glVertex2i( -1, 1 );
glEnd();
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE );
glutInitWindowSize( 640, 480 );
glutCreateWindow( "GLUT" );
glewInit();
texture = loadTexture();
glutDisplayFunc( display );
glutMainLoop();
return 0;
}