我试图读取我拥有的纹理的RGBA值,但它一直返回以下错误,每个值都显示为0:
WebGL: INVALID_OPERATION: readPixels: invalid format/type combination
在初始化时我的代码是,像素是纹理值数组:
texture = gl.createTexture()
gl.activeTexture(gl.TEXTURE0)
gl.bindTexture(gl.TEXTURE_2D, texture)
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1)
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, n, n, 0,
gl.RGBA, gl.FLOAT, new Float32Array(pixels))
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
FBO = gl.createFramebuffer()
gl.bindFramebuffer(gl.FRAMEBUFFER, FBO)
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D, texture, 0)
然后,在点击事件中,我运行以下内容:
gl.bindFramebuffer(gl.FRAMEBUFFER, FBO);
var data = new Uint8Array(resolution * resolution * 4);
gl.readPixels(0, 0, resolution, resolution, gl.RGBA, gl.UNSIGNED_BYTE, data);
console.log(data)
数据返回大量零。 什么是格式和类型的正确组合或我在哪里出错?
答案 0 :(得分:1)
使用gl.getContext("experimental-webgl")
我设法使用以下内容读取浮点纹理的像素:
gl.bindFramebuffer(gl.FRAMEBUFFER, _this.myFrameBufferObject);
var data = new Float32Array(resolution * resolution * 4);
gl.readPixels(0,0,resolution,resolution,gl.RGBA,gl.FLOAT,data);
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