我正在尝试通过OpenGL将体积数据作为3D纹理上传。但是,当通过glTexImage3D
指定格式和数据本身时,将引发GL_INVALID_OPERATION错误。
以下代码(包括我添加的用于发现错误来源的调试代码):
void Texture3D::upload()
{
std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
glGenTextures(1, &_textureId);
std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
glBindTexture(GL_TEXTURE_3D, _textureId);
std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
glTexStorage3D(GL_TEXTURE_3D, 6, GL_R8, _width, _height, _depth);
std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
glTexImage3D(GL_TEXTURE_3D, 0, GL_R8, _width, _height, _depth, 0, GL_RED, GL_UNSIGNED_BYTE, _data);
std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
glGenerateMipmap(GL_TEXTURE_3D);
std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
}
我认为对于glTexImage3D中指定的任何格式,内部格式或像素格式,它都可能是GL_INVALID_VALUE
,但是我已经查看了glTexImage3D的文档,一切似乎都正确
我创建了一个最小的可验证示例(使用GLFW和GLEW)
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
GLFWwindow * _window = nullptr;
unsigned int _textureId = GL_INVALID_VALUE;
void initGLFWContext()
{
if (!glfwInit())
{
std::cerr << "GLFW: Couldnt initialize" << std::endl;
exit(-1);
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
_window = glfwCreateWindow(1024, 1024, "Test Window", NULL, NULL);
if (!_window)
{
std::cerr << "GLFW Error: Couldnt create window" << std::endl;
glfwTerminate();
exit(-1);
}
//glfwSetKeyCallback(_window, kbCb);
//glfwSetCursorPosCallback(_window, mmCb);
//glfwSetMouseButtonCallback(_window, mCb);
//glfwSetFramebufferSizeCallback(_window, resizeCb);
glfwMakeContextCurrent(_window);
glfwSetWindowPos(_window, 0, 0);
glfwSwapInterval(1);
// Initializes glew
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if (GLEW_OK != err)
{
std::cerr << "GLEW Error: " << glewGetErrorString(err) << std::endl;
exit(-1);
}
}
void initOpenGL()
{
glEnable(GL_DEPTH_TEST);
//glEnable(GL_BLEND);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glFrontFace(GL_CCW);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_CULL_FACE);
}
void minimalVerifiableExample()
{
initGLFWContext();
initOpenGL();
const unsigned int volSide = 256;
const unsigned int volumeSize = volSide * volSide * volSide;
unsigned char * volumeData = new unsigned char[volumeSize]();
std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
glGenTextures(1, &_textureId);
std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
glBindTexture(GL_TEXTURE_3D, _textureId);
std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
glTexStorage3D(GL_TEXTURE_3D,
6,
GL_R8,
volSide,
volSide,
volSide);
std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
glTexImage3D(GL_TEXTURE_3D,
0,
GL_R8,
volSide,
volSide,
volSide,
0,
GL_RED,
GL_UNSIGNED_BYTE,
volumeData);
std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
glGenerateMipmap(GL_TEXTURE_3D);
std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
while(!glfwWindowShouldClose(_window))
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glfwPollEvents();
glfwSwapBuffers(_window);
}
glfwDestroyWindow(_window);
glfwTerminate();
delete[] volumeData;
}
int main(int argc, char ** argv)
{
(void) argc;
(void) argv;
minimalVerifiableExample();
return 0;
}
这是我得到的输出:
TEX GL ERROR: 0
TEX GL ERROR: 0
TEX GL ERROR: 0
TEX GL ERROR: 0
TEX GL ERROR: 1282
TEX GL ERROR: 0
上传纹理或其他任何地方时我做错什么了吗?
答案 0 :(得分:4)
1282是using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI; //This line is important
public class TextBehaviour : MonoBehaviour
{
//declare the text as a public variable
public Text myText;
//method for changing the text
public void changeText()
{
myText.text = "my text will change to this";
}
}
,由
GL_INVALID_OPERATION
不允许为不可变的存储纹理对象重新创建存储。调用glTexStorage3D
glTexImage3D
之后,纹理将使用不可变的存储。 glTexStorage3D
请求新的存储空间,该存储空间不再可用。
如果您尝试将数据上传到不可变的存储纹理对象,则必须使用glTexImage3D
来上传数据,但不请求新的存储。