我决定使用SOIL加载图像,以便与我的项目使用OpenGL。我有这个方法,它加载一个图像并返回一个GLTexture,这是一个包含GLuint textureid和两个int宽度和高度的结构:
GLTexture loadTexture(const char *filePath) {
GLTexture texture = {};
int width;
int height;
unsigned char *data;
//Load Image File Directly into an OpenGL Texture
texture.id = SOIL_load_OGL_texture
(
filePath,
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y | SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT
);
//Error Checking (Load Process)
if (texture.id == 0) {
fatalError("SOIL Loading Error!");
}
//Generate and Bind Texture
glGenTextures(1, &(texture.id));
glBindTexture(GL_TEXTURE_2D, texture.id);
//Get Width, Height and Data of Image
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
//Unbind Texture
glBindTexture(GL_TEXTURE_2D, 0);
//Return Texture
texture.width = width;
texture.height = height;
return texture;
}
据我所知,glGetTexLevelParameteriv()应该返回绑定到宽度和高度的纹理的宽度,但每当我加载图像时,它返回0。
我应该填写宽度和高度作为方法的参数,还是可以通过OpenGL获取它们?
答案 0 :(得分:2)
SOIL_load_OGL_texture
生成的纹理ID在
glGenTextures(1, &(texture.id));
line(glGenTextures创建一个新纹理并将id存储在&(texture.id)中)。之后的所有操作都在新创建的纹理上工作。由于此新纹理为空,因此宽度和高度均为0.
我不确定你想要在这里实现什么,但是如果你只想加载纹理,那么这段代码可能有效:
texture.id = SOIL_load_OGL_texture (...);
//Error Checking (Load Process)
if (texture.id == 0) {
fatalError("SOIL Loading Error!");
}
//Just bind and do not create a new texture
glBindTexture(GL_TEXTURE_2D, texture.id);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
//Unbind Texture
glBindTexture(GL_TEXTURE_2D, 0);
//Return Texture
texture.width = width;
texture.height = height;
return texture;