我对OpenGL(在LWJGL中)和纹理映射有问题。我正在使用加载ARGB图像
public static ByteBuffer toByteArray(BufferedImage image) {
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * 4);
for (int y = 0; y < image.getHeight(); y++) {
for (int x = 0; x < image.getWidth(); x++) {
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) ((pixel >> 0) & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component.
}
}
buffer.flip();
return buffer;
}
我正在使用
上传纹理int[] textureIds = new int[textures.size()];
GL11.glGenTextures(textureIds);
int i = 0;
for (Texture texture : textures.values()) {
int textureId = textureIds[i++];
GL13.glActiveTexture(GL13.GL_TEXTURE0);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureId);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 4);
BufferedImage data = texture.load();
ByteBuffer bytes = Texture.toByteArray(data);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, data.getWidth(), data.getHeight(), 0, GL11.GL_RGBA,
GL11.GL_UNSIGNED_BYTE, bytes);
// GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D);
texture.setTextureId(textureId);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
}
不幸的是,我最终得到这样的东西:
但是实际上它应该是这样的(在搅拌机中):
可以找到纹理:Here is the texture
因此,所有内容都是弯曲的,并且在一定程度上遵循对角线。该模型是使用Blender制作的,因此具有适当的纹理坐标。我还设法将模型加纹理加载到另一个引擎中。但是不是我的。有谁知道如何解决这个问题?