调用glTexSubImage2D时,OpenGL错误'无效值'

时间:2012-01-04 23:05:20

标签: c++ opengl texturing glteximage2d

我有一个小应用程序,我正在用于测试,正在做一些后期处理效果。我的目标是使用双PBO读取像素,然后将像素渲染为全屏纹理四边形,并在片段着色器中修改/添加我的效果。与here相似。该应用程序正在使用OSG,但我使用openGL调用来进行全屏纹理。

我的问题是,当我使用glTexSubImage2D将每个帧的像素复制到纹理时,我得到一个无效值的openGL错误。我已经通过gDEBugger验证了这是产生错误的调用。第一次发生错误时,指针地址与所有后续帧中的指针地址不同。此外,通过使glTexSubImage2d的宽度和高度参数为0,不会生成错误。所以我不确定会发生什么。

以下是相关代码:

MyCallbackClass()
{
    pImgData = (unsigned char*) malloc(1024*512*3);
    setupTextureAndShaders();
}
void setupTextureAndShaders()
{
    glGenTextures(1, &screenTexture);
    glBindTexture(GL_TEXTURE_2D, screenTexture);
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

    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);

    memset(pImgData, 0, 1024*512*3);

    glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, 1024, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, pImgData);
    glBindTexture(GL_TEXTURE_2D, 0);
}


//callback called every frame
virtual void operator () (osg::RenderInfo& renderInfo) const
{
    // buffer and context stuff unchanged from the sample program

    if(!shaderInit) // only executed once
    {
        GLuint vs = glCreateShader(GL_VERTEX_SHADER);
        const GLchar* vs_source = shaderLoadFile("vert.glsl");

        glShaderSource(vs, 1, &vs_source, NULL);
        glCompileShader(vs);
        checkShader(&vs);

        GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
        const GLchar* fs_source = shaderLoadFile("frag.glsl");

        glShaderSource(fs, 1, &fs_source, NULL);
        glCompileShader(fs);
        checkShader(&fs);

        prog = glCreateProgram();

        glAttachShader(prog, vs);
        glAttachShader(prog, fs);

        glLinkProgram(prog);
        texLoc = glGetUniformLocation(prog, "screenTex");

        shaderInit = true;
    }

    read();  // does the double pbo operations to read the image data into pImgData

    glUseProgram(prog);

    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();

    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, screenTexture);
    glUniform1i(texLoc, 0);
    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1024, 512, GL_RGB, GL_UNSIGNED_BYTE, pImgData);

    glBegin(GL_QUADS);
        glTexCoord2f(0, 1);
        glVertex2f(-1,-1);
        glTexCoord2f(0, 0);
        glVertex2f(-1,1);
        glTexCoord2f(1,0);
        glVertex2f(1,1);
        glTexCoord2f(1,1);
        glVertex2f(1,-1);
    glEnd();

    glDisable(GL_TEXTURE_2D);

    glMatrixMode (GL_MODELVIEW);
    glPopMatrix();
    glMatrixMode (GL_PROJECTION);
    glPopMatrix ();
    glMatrixMode (GL_MODELVIEW);


    glUseProgram(0);

    }

1 个答案:

答案 0 :(得分:1)

我查看了read()调用中的状态更改,但真正的问题是我的setupTexturesAndShaders()函数处于不同的上下文中。我相信这导致调用glTexSubImage2D而没有在相同的上下文中首先调用glTexImage2D,这将使任何大小的图像超出范围。感谢您让我思考正确的轨道