我最初在使用纹理时遇到了混乱颜色的问题,但我设法修复它(问题是我在需要时没有禁用纹理)。在这之后,颜色发生了变化,但仍然不是我想要的颜色 - 白色而不是纯蓝色(0,0,255)RGB。 这是完整的渲染方法:
private void render() {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
GL11.glLoadIdentity(); // Reset The View
GL11.glRotatef(lookupdown, 1.0f, 0, 0);
GL11.glRotatef(360.0f - yrot, 0, 1.0f, 0);
GL11.glTranslatef(-xpos, 0, -zpos);
/* RENDERING BLOCKS */
for (Block block : lvLoader.currentLevel.blocks)
{
if (block.created)
{
if (block.texturePos != null)
{
if (block.texturePos.pos != -1)
{
Texture txt = TextureManager.getInstance().blocks[block.texturePos.pos];
if (txt != null)
{
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, txt.getTextureID());
}
}
}
GL11.glColor3ub(block.color.getRedByte(), block.color.getGreenByte(), block.color.getBlueByte());
GL11.glBegin(GL11.GL_QUADS);
for (int i = 0; i < 6; i++)
{
for (int j = 0; j < 4; j++)
{
if (block.texturePos != null)
{
switch (j)
{
case 0:
GL11.glTexCoord2f(1.0f, 1.0f);
break;
case 1:
GL11.glTexCoord2f(0.0f, 1.0f);
break;
case 2:
GL11.glTexCoord2f(0.0f, 0.0f);
break;
case 3:
GL11.glTexCoord2f(1.0f, 0.0f);
break;
default:
break;
}
}
GL11.glVertex3f(block.walls[i].vertices[j].x, block.walls[i].vertices[j].y, block.walls[i].vertices[j].z);
}
}
GL11.glEnd();
//if (block.texturePos != null)
//if (block.texturePos.pos != -1)
GL11.glDisable(GL11.GL_TEXTURE_2D);
}
}
/* RENDERING TILES */
for (Tile tile : lvLoader.currentLevel.tiles)
{
if (tile.created)
{
if (tile.texturePos != null)
{
GL11.glEnable(GL11.GL_TEXTURE_2D);
if (tile.texturePos.pos != -1)
{
Texture txt = TextureManager.getInstance().tiles[tile.texturePos.pos];
if (txt != null)
{
GL11.glBindTexture(GL11.GL_TEXTURE_2D, txt.getTextureID());
}
}
}
GL11.glBegin(GL11.GL_QUADS);
GL11.glColor3ub(tile.color.getRedByte(), tile.color.getGreenByte(), tile.color.getBlueByte());
for (int jj = 0; jj < 4; jj++)
{
if (tile.texturePos != null)
{
switch (jj)
{
case 0:
GL11.glTexCoord2f(1.0f, 1.0f);
break;
case 1:
GL11.glTexCoord2f(0.0f, 1.0f);
break;
case 2:
GL11.glTexCoord2f(0.0f, 0.0f);
break;
case 3:
GL11.glTexCoord2f(1.0f, 0.0f);
break;
default:
break;
}
}
GL11.glVertex3f(tile.surface.vertices[jj].x, tile.surface.vertices[jj].y, tile.surface.vertices[jj].z);
}
GL11.glEnd();
//if (tile.texturePos != null)
//if (tile.texturePos.pos != -1)
GL11.glDisable(GL11.GL_TEXTURE_2D);
}
}
/* RENDERING ROOF */
for (Tile rTile : lvLoader.currentLevel.roof)
{
if (rTile != null)
{
if (rTile.created)
{
if (rTile.texturePos != null)
{
if (rTile.texturePos.pos != -1)
{
Texture txt = TextureManager.getInstance().tiles[rTile.texturePos.pos];
if (txt != null)
{
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, txt.getTextureID());
}
}
}
GL11.glColor3ub(rTile.color.getRedByte(), rTile.color.getGreenByte(), rTile.color.getBlueByte());
GL11.glBegin(GL11.GL_QUADS);
for (int k = 0; k < 4; k++)
{
if (rTile.texturePos != null)
{
switch (k)
{
case 0:
GL11.glTexCoord2f(1.0f, 1.0f);
break;
case 1:
GL11.glTexCoord2f(0.0f, 1.0f);
break;
case 2:
GL11.glTexCoord2f(0.0f, 0.0f);
break;
case 3:
GL11.glTexCoord2f(1.0f, 0.0f);
break;
default:
break;
}
}
GL11.glVertex3f(rTile.surface.vertices[k].x, rTile.surface.vertices[k].y, rTile.surface.vertices[k].z);
}
GL11.glEnd();
//if (rTile.texturePos != null)
//if (rTile.texturePos.pos != -1)
GL11.glDisable(GL11.GL_TEXTURE_2D);
}
}
}
}
RENDERING TILES部分出现问题。那些没有纹理(现在),我希望它们只是彩色方块 - 红色(熔岩)和蓝色(水)。颜色取自静态var并且是正确的(我通过System.out.ln检查它(tile.color.getRed()...... - 输出为0,0,255)。这是静态var:< / p>
/* TILES */
//ShallowWater
public static ColorStruct V00255 = new ColorStruct(new Color(0, 0, 255), "Tile", "ShallowWater"); //Pure blue
输出如下所示:Rendered scene
白色的田野是水 - 它们应该是蓝色的!
另一个问题是FPS - 正如你在屏幕上看到的那样,它是41.在渲染部分中添加多个glEnable和glDisables纹理之前,FPS是60.这些是多个启用和禁用导致这个并且可以要避免吗?
我是openGL的新手,这也是我的第一个问题,如果我做错了,请原谅我。
答案 0 :(得分:1)
glColor3ub
采用无符号字节。也许你正在使用有符号字节?您是否尝试过glColor3ub(0,0,255)
或glColor3f(0,0,1)
?如果确实有效,请确保getRedByte
等返回正确的值。
提高绩效:
如果您的场景主要是静态的,请使用display lists。
优化您的OpenGL调用。避免使用glDisable
/ glEnable
和glBindTexture
。只要你不改变状态很多,现代图形卡真的很快。您可以使用空白纹理来避免glEnable
/ glDisable
。使用texture atlas可以避免glBindTexture
。
如果显示列表太慢,请使用VBO s。