我寫了一個非常簡單的OpenGL應用程序。其目標是加載紋理並在平面上繪製。如果我使用函數'glTexSubImage2D',則該平面沒有紋理,函數'glGetError'返回錯誤'1281'(無效值)。但是,如果我使用函數「glTexImage2D」,我的飛機飛機就會被正確地紋理化(並且我沒有錯誤)。glTexSubImage2D無法正常工作
這裏有一塊我的代碼:
void core::RootDevice::LoadTexture(char const *pFileName)
{
SDL_Surface *pSurface = IMG_Load(pFileName);
char *pPixels = reinterpret_cast<char*>(pSurface->pixels);
uint32_t bytePerPixel = pSurface->format->BitsPerPixel;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pboID);
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, pSurface->w, //NO ERROR : All is ok
//pSurface->h, 0, GL_RGB, GL_UNSIGNED_BYTE, pPixels);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, pSurface->w, //ERROR : 1281
pSurface->h, GL_RGB, GL_UNSIGNED_BYTE, pPixels);
std::cout << glGetError() << std::endl;
getchar();
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
而且渲染代碼:
void core::RootDevice::Render(void)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureId);
{
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 0.0f);
glEnd();
}
glBindTexture(GL_TEXTURE_2D, 0);
}
,結果是以下內容:
有誰可以幫我?
非常感謝。再見。 – user1364743