我正在渲染一个圆柱体并将两个不同的纹理映射到顶部和底部。
两种纹理都按以下方式加载:
check3dFloorFile = new File(check3dFloorPath);
try {
check3dFloorTexture = TextureIO.newTexture(check3dFloorFile, true);
} catch (IOException | GLException ex) {
Logger.getLogger(Viewer.class.getName()).log(Level.SEVERE, null, ex);
}
check3dFloorTexture.setTexParameteri(gl, GL2.GL_TEXTURE_MIN_FILTER,
GL2.GL_LINEAR_MIPMAP_LINEAR);
check3dFloorTexture.setTexParameteri(gl, GL2.GL_TEXTURE_MAG_FILTER,
GL2.GL_LINEAR);
check3dFloorBackFile = new File(check3dFloorBackPath);
try {
check3dFloorBackTexture = TextureIO.newTexture(check3dFloorBackFile, true);
} catch (IOException | GLException ex) {
Logger.getLogger(Viewer.class.getName()).log(Level.SEVERE, null, ex);
}
check3dFloorBackTexture.setTexParameteri(gl, GL2.GL_TEXTURE_MIN_FILTER,
GL2.GL_LINEAR_MIPMAP_LINEAR);
check3dFloorBackTexture.setTexParameteri(gl, GL2.GL_TEXTURE_MAG_FILTER,
GL2.GL_LINEAR);
当我尝试渲染到一个纹理(一个空白的纹理,与前两个纹理无关)时会出现问题:
gl.glGenTextures(1, textureID, 0);
gl.glBindTexture(GL2.GL_TEXTURE_2D, textureID[0]);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T, GL2.GL_REPEAT);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST);
// null means reserve texture memory, but texels are undefined
gl.glTexImage2D(GL2.GL_TEXTURE_2D, 0, GL2.GL_RGB, floorWidth, floorHeight,
0, GL2.GL_RGB, GL2.GL_FLOAT, null);
gl.glGenFramebuffers(1, frameBufferID, 0);
gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, frameBufferID[0]);
//Attach 2D texture to this FBO
gl.glFramebufferTexture2D(GL2.GL_FRAMEBUFFER, GL2.GL_COLOR_ATTACHMENT0,
GL2.GL_TEXTURE_2D, textureID[0], 0);
// depth buffer
//int[] depthRenderBufferID = new int[1];
gl.glGenRenderbuffers(1, depthRenderBufferID, 0);
gl.glBindRenderbuffer(GL2.GL_RENDERBUFFER, depthRenderBufferID[0]);
gl.glRenderbufferStorage(GL2.GL_RENDERBUFFER, GL2.GL_DEPTH_COMPONENT,
floorWidth, floorHeight);
gl.glFramebufferRenderbuffer(GL2.GL_FRAMEBUFFER, GL2.GL_DEPTH_ATTACHMENT,
GL2.GL_RENDERBUFFER, depthRenderBufferID[0]);
if(gl.glCheckFramebufferStatus(GL2.GL_FRAMEBUFFER) == GL2.GL_FRAMEBUFFER_COMPLETE)
System.out.println("[Viewer] GL_FRAMEBUFFER_COMPLETE!!");
else
System.out.println("..cazzo ^^");
执行此代码后,映射在圆柱顶部的纹理消失,所有顶部变为黑色......
为什么?
Ps:我的任务是将第三个渲染纹理映射到圆柱顶部,而不是现有的纹理。
答案 0 :(得分:1)
gl.glBindTexture(GL2.GL_TEXTURE_2D, textureID[0]);
/*... */
gl.glGenFramebuffers(1, frameBufferID, 0);
gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, frameBufferID[0]);
//Attach 2D texture to this FBO
gl.glFramebufferTexture2D(GL2.GL_FRAMEBUFFER, GL2.GL_COLOR_ATTACHMENT0,
GL2.GL_TEXTURE_2D, textureID[0], 0);
您需要首先从纹理目标解除绑定纹理,然后才能将其附加到的帧缓冲区选为渲染目标。由于你没有这样做,你将不会对该纹理进行任何渲染,因此它会变成空白。