我正在编写一个概念证明程序,以便更熟悉纹理,但它的行为奇怪,因为它适用于1x1纹理,但对其他所有纹理都不适用。我多次扫描程序并查看每个函数的参数,但无法理解为什么它适用于1x1纹理(或较大纹理中的第一个像素),但显示白色正方形。
这是使用glTexImage2D的宽度和高度参数(1,1)和(2,2)分别运行的相同程序的图片。
这是显示白色方块的代码(而预期会绘制2x2红色,绿色,蓝色,黄色主要纹理)。
注意:
in(Comment, Arg)
宏与Arg
相同,它仅在此特定程序中使用,因为记住glTexImage2D的参数非常棘手。< / p>
#include <GL/glut.h>
// | reminder decorator macro.
#define in(Comment, Arg) Arg
GLubyte bm[16] = {
0xff, 0x00, 0x00, 0xff,
0x00, 0xff, 0x00, 0xff,
0x00, 0x00, 0xff, 0xff,
0xff, 0xff, 0x00, 0xff
};
GLuint tex;
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, tex);
glLoadIdentity();
// | make the square smaller to contrast our target from the background.
glScalef(.5f, .5f, 1.f);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0.f, 0.f);
glVertex2f(-1.f, 1.f);
glTexCoord2f(0.f, 1.f);
glVertex2f(1.f, 1.f);
glTexCoord2f(1.f, 1.f);
glVertex2f(1.f, -1.f);
glTexCoord2f(1.f, 0.f);
glVertex2f(-1.f, -1.f);
glEnd();
glFlush();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE);
glutCreateWindow("");
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D (
in(target, GL_TEXTURE_2D),
in(level, 0),
in(internalFormat, GL_RGBA),
in(width, 2),
in(height, 2),
in(border, 0),
in(format, GL_RGBA),
in(type, GL_UNSIGNED_BYTE),
in(data, bm)
);
glTexParameteri(tex, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
如果我将in(width, 2)
更改为in(width, 1)
而将in(height, 2)
更改为in(height, 1)
,则会显示红色方块,并更改bm
数组的前三个值,它会按预期将此颜色映射到多维数据集。
#include <GL/glut.h>
// | reminder decorator macro.
#define in(Comment, Arg) Arg
GLubyte bm[16] = {
0xff, 0x00, 0x00, 0xff,
0x00, 0xff, 0x00, 0xff,
0x00, 0x00, 0xff, 0xff,
0xff, 0xff, 0x00, 0xff
};
GLuint tex;
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, tex);
glLoadIdentity();
// | make the square smaller to contrast our target from the background.
glScalef(.5f, .5f, 1.f);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0.f, 0.f);
glVertex2f(-1.f, 1.f);
glTexCoord2f(0.f, 1.f);
glVertex2f(1.f, 1.f);
glTexCoord2f(1.f, 1.f);
glVertex2f(1.f, -1.f);
glTexCoord2f(1.f, 0.f);
glVertex2f(-1.f, -1.f);
glEnd();
glFlush();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE);
glutCreateWindow("");
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D (
in(target, GL_TEXTURE_2D),
in(level, 0),
in(internalFormat, GL_RGBA),
in(width, 1),
in(height, 1),
in(border, 0),
in(format, GL_RGBA),
in(type, GL_UNSIGNED_BYTE),
in(data, bm)
);
glTexParameteri(tex, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
有人可以解释发生了什么以及如何解决这个问题吗?
解决方案:将tex传递给glTexParameteri而不是GL_TEXTURE_2D(旁注:以及glVertex2f中的拼写错误1.1到1.f)
#include <GL/glut.h>
// | reminder decorator macro.
#define in(Comment, Arg) Arg
GLubyte bm[16] = {
0xff, 0x00, 0x00, 0xff,
0x00, 0xff, 0x00, 0xff,
0x00, 0x00, 0xff, 0xff,
0xff, 0xff, 0x00, 0xff
};
GLuint tex;
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, tex);
glLoadIdentity();
// | make the square smaller to contrast our target from the background.
glScalef(.5f, .5f, 1.f);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0.f, 0.f);
glVertex2f(-1.f, 1.f);
glTexCoord2f(1.f, 0.f);
glVertex2f(1.f, 1.f);
glTexCoord2f(1.f, 1.f);
glVertex2f(1.f, -1.f);
glTexCoord2f(0.f, 1.f);
glVertex2f(-1.f, -1.f);
glEnd();
glFlush();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE);
glutCreateWindow("");
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D (
in(target, GL_TEXTURE_2D),
in(level, 0),
in(internalFormat, GL_RGBA),
in(width, 2),
in(height, 2),
in(border, 0),
in(format, GL_RGBA),
in(type, GL_UNSIGNED_BYTE),
in(data, bm)
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
答案 0 :(得分:3)
指定2x2纹理时,纹理不是mipmap-complete,而是使用mip-mapping缩小滤镜。根据规范,您得到的结果是正确的结果。
您的错误在于您尝试设置非mipmapping GL_NEAREST
过滤器:
glTexParameteri(tex, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameter
期望纹理绑定点,即GL_TEXTURE_2D
,而不是纹理名称。因此,此调用将生成GL_INVALID_ENUM
错误,并且没有其他影响。