我遇到的问题是我无法让我的纹理以正确的比例渲染,并且由于某种原因,纹理也会重复自身,中间有一个空格。
这是使用的纹理(我正在用这种纹理填充屏幕):
渲染时看起来像这样(红色轮廓是整个屏幕,纹理用1像素边框渲染):
这是代码:
package game;
import java.io.FileInputStream;
import java.io.FileNotFoundException;
import java.io.IOException;
import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.Timer;
import org.lwjgl.util.glu.GLU;
import org.newdawn.slick.opengl.TextureLoader;
public class WarZone {
private boolean done = false;
private String windowTitle = "War Zone";
private DisplayMode displayMode;
private Timer timer;
private float dt;
public static void main(String[] args) {
new WarZone().run(false);
}
public void run(boolean fullscreen) {
try {
init();
switchToOrtho();
while (!done) {
timer.tick();
update();
render();
Display.update();
}
cleanup();
} catch (Exception e) {
e.printStackTrace();
System.exit(0);
}
}
private void update() {
// Exit if Escape is pressed or window is closed
if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE) || Display.isCloseRequested()) {
done = true;
return;
}
}
private boolean render() {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear the screen and the depth buffer
GL11.glLoadIdentity(); // Reset the current modelview matrix
int w = displayMode.getWidth();
int h = displayMode.getHeight();
GL11.glColor3f(1, 0, 0);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex2i(0, 0);
GL11.glVertex2i(w, 0);
GL11.glVertex2i(w, h);
GL11.glVertex2i(0, h);
GL11.glEnd();
//if(true)return false;
GL11.glColor3f(0, 1, 1);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 1);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2i(1, 1);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2i(w - 1, 1);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2i(w - 1, h - 1);
GL11.glTexCoord2f(0, 1);
GL11.glVertex2i(1, h - 1);
GL11.glEnd();
return true; // Rendered correctly
}
public static void switchToOrtho() {
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPushMatrix();
GL11.glLoadIdentity();
GL11.glOrtho(0, Display.getDisplayMode().getWidth(), 0, Display.getDisplayMode().getHeight(), -1, 1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
}
public static void switchToFrustum() {
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPopMatrix();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
}
private void init() throws Exception {
createWindow();
initGL();
load();
}
private void load() throws FileNotFoundException, IOException {
TextureLoader.getTexture("BMP", new FileInputStream("res/temp/Main_Menu_Play_Button.bmp"), true).getTextureID();
}
private void createWindow() throws Exception {
DisplayMode availibleDisplayModes[] = Display.getAvailableDisplayModes();
for (DisplayMode d:availibleDisplayModes) {
if (d.getWidth() == 640 && d.getHeight() == 480 && d.getBitsPerPixel() == 32) {
displayMode = d;
break;
}
}
Display.setDisplayMode(displayMode);
Display.setTitle(windowTitle);
Display.create();
}
private void initGL() {
GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable texture mapping
GL11.glShadeModel(GL11.GL_SMOOTH); // Enable smooth shading
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black background
GL11.glClearDepth(1.0f); // Depth buffer setup
GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables depth testing
GL11.glDepthFunc(GL11.GL_LEQUAL); // Type of depth testing
GL11.glMatrixMode(GL11.GL_PROJECTION); // Select projection matrix
GL11.glLoadIdentity(); // Reset the projection matrix
// Calculate the aspect ratio of the window
GLU.gluPerspective(45.0f, (float)displayMode.getWidth() / (float)displayMode.getHeight(), 0.1f, 100.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW);// Select the modelview matrix
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);// Most precise perspective calculations
}
public void requestFinish() {
done = true;
}
private void cleanup() {
Display.destroy();
}
}
如果有人能告诉我自己做错了什么,我会很感激。
答案 0 :(得分:5)
首先,我不知道TextureLoader
或newdawn.slick.opengl
是什么,因此我只能提供有限的信息。
但是,纹理加载代码很可能不知道如何处理非二次幂纹理。这意味着它可能会将纹理的大小填充到最接近的2的幂。
更重要的是:
GL11.glColor3f(0, 1, 1);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 1);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2i(1, 1);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2i(w - 1, 1);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2i(w - 1, h - 1);
GL11.glTexCoord2f(0, 1);
GL11.glVertex2i(1, h - 1);
GL11.glEnd();
这将绘制一个屏幕大小的四边形(假设w
和h
是屏幕尺寸)。此四边形将纹理的整个区域映射到此四边形。 OpenGL只执行你告诉它要做的事情:获取纹理并将其映射到四边形。
如果要绘制像素精度(1:1纹素到像素)的纹理,则需要为顶点位置提供等于纹理大小的宽度和高度,不是屏幕尺寸。
此外,您将颜色设置为(0,1,1)。默认纹理环境将每顶点颜色乘以从纹理获取的纹素值。因此,您应该将颜色设置为白色,或更改纹理环境。
答案 1 :(得分:0)
OpenGL如果我记得的话,不喜欢不是2的力量的纹理。高度和宽度的纹理是2的幂吗?
http://www.gamedev.net/topic/466904-opengl-textures-only-power-of-two/