我正在研究一种在MD3模型文件上使用BMP纹理文件的游戏引擎。不幸的是,它根本不起作用。我已经尝试了一切,但无济于事。自从我自己编写了加载程序后,我查看了它们,并修复了它们中的一些错误,但仍然,我只是得到一个灰色的点亮模型。
这是我的渲染代码:
void drawmd3(md3& model, GLuint tex)
{
int i = 0;
glLoadIdentity();
glTranslatef(-1.5,0,-24);
glRotatef(270,0,0,1);
glRotatef(-90,0,1,0);
glRotatef(a,0,0,1);
while(i<model.surfnum)
{
glBindTexture(GL_TEXTURE_2D, tex);
int j = 0;
while(j<model.surfs.at(i).trinum)
{
int tmp = model.surfs.at(i).tris.at(j).indexes[0];
int tmp1 = model.surfs.at(i).tris.at(j).indexes[1];
int tmp2 = model.surfs.at(i).tris.at(j).indexes[2];
float norms[3];
norms[0] = convert_normals0(model.surfs.at(i).verts.at(tmp).normal);
norms[1] = convert_normals1(model.surfs.at(i).verts.at(tmp).normal);
norms[2] = convert_normals2(model.surfs.at(i).verts.at(tmp).normal);
float norms1[3];
norms1[0] = convert_normals0(model.surfs.at(i).verts.at(tmp1).normal);
norms1[1] = convert_normals1(model.surfs.at(i).verts.at(tmp1).normal);
norms1[2] = convert_normals2(model.surfs.at(i).verts.at(tmp1).normal);
float norms2[3];
norms2[0] = convert_normals0(model.surfs.at(i).verts.at(tmp2).normal);
norms2[1] = convert_normals1(model.surfs.at(i).verts.at(tmp2).normal);
norms2[2] = convert_normals2(model.surfs.at(i).verts.at(tmp2).normal);
glBegin(GL_TRIANGLES);
glNormal3f(norms[0],norms[1],norms[2]);
glTexCoord2f(model.surfs.at(i).st.at(tmp).st[0],1-model.surfs.at(i).st.at(tmp).st[1]);
glVertex3f(model.surfs.at(i).verts.at(tmp).coord[0]/64, model.surfs.at(i).verts.at(tmp).coord[1]/64, model.surfs.at(i).verts.at(tmp).coord[2]/64);
glNormal3f(norms1[0],norms1[1],norms1[2]);
glTexCoord2f(model.surfs.at(i).st.at(tmp1).st[0],1-model.surfs.at(i).st.at(tmp1).st[1]);
glVertex3f(model.surfs.at(i).verts.at(tmp1).coord[0]/64, model.surfs.at(i).verts.at(tmp1).coord[1]/64, model.surfs.at(i).verts.at(tmp1).coord[2]/64);
glNormal3f(norms2[0],norms2[1],norms2[2]);
glTexCoord2f(model.surfs.at(i).st.at(tmp2).st[0],1-model.surfs.at(i).st.at(tmp2).st[1]);
glVertex3f(model.surfs.at(i).verts.at(tmp2).coord[0]/64, model.surfs.at(i).verts.at(tmp2).coord[1]/64, model.surfs.at(i).verts.at(tmp2).coord[2]/64);
glEnd();
j++;
}
glBindTexture(GL_TEXTURE_2D, 0);
i++;
}
}
这是我的初始代码:
glEnable(GL_TEXTURE_2D);
glGenTextures(1,&tex[0]);
glBindTexture(GL_TEXTURE_2D, tex[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, img.img.imgwidth, img.img.imgheight, 0, GL_RGBA8, GL_UNSIGNED_BYTE, img.data);
答案 0 :(得分:3)
那就是你的问题:
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA8,
img.img.imgwidth,
img.img.imgheight,
0,
GL_RGBA8, <<<<<<<<<<----------
GL_UNSIGNED_BYTE,
img.data);
不允许使用您用于格式参数的令牌。来自参考文献:
格式
指定像素数据的格式。接受以下符号值:GL_COLOR_INDEX,GL_RED,GL_GREEN,GL_BLUE,GL_ALPHA,GL_RGB,GL_BGR,GL_RGBA,GL_BGRA,GL_LUMINANCE和GL_LUMINANCE_ALPHA。
因此,不会加载任何纹理,最终会得到默认的非设置纹理白色。