我試圖使用創建紋理並存儲它的ID和大小(感謝ADC和另一個stackoverflow成員)的模型類來渲染2紋理的非冪次,以及創建VBO的附加代碼並渲染它(VBO和渲染的代碼僅用於測試目的,它在我的模型中被正確劃分)。OpenGL紋理初始化/渲染問題
當我使用此代碼,但刪除紋理特定的代碼時,它工作正常。但是,當添加特定於紋理的代碼時,它只會渲染我認爲是右下像素的圖像,從嘗試多個複雜圖像並使用DigitalColor Meter檢查圖像和輸出。
我不認爲使用此設置時必須明確指定紋理座標,如果他們這樣做,我會怎麼樣?
主要的OpenGL代碼
// Create vertex buffer
GLuint memoryPointer = 0;
GLuint colourMemoryPointer = 0;
GLfloat *vertices;
size_t vertex_size = 0;
int check = AllocateVertexBuffer(2, 4, &vertices, &vertex_size);
CDMeshVertexesCreateRectangle(200, 200, vertices);
// Create colour buffer
GLfloat *colors;
size_t color_size;
int check2 = AllocateVertexBuffer(4, 4, &colors, &color_size);
CDMeshColorsCreateGrey(1.0, 4, colors);
// Create texture buffer
CDTexture *texture = [CDTexture loadPngTexture:@"Rawr"];
// Allocate the buffer
glGenBuffers(1, &memoryPointer);
// Bind the buffer object (tell OpenGL what to use)
glBindBuffer(GL_ARRAY_BUFFER, memoryPointer);
// Allocate space for the VBO
glBufferData(GL_ARRAY_BUFFER, vertex_size, vertices, GL_STATIC_DRAW);
// Allocate the buffer
glGenBuffers(1, &colourMemoryPointer);
// Bind the buffer object (tell OpenGL what to use)
glBindBuffer(GL_ARRAY_BUFFER, colourMemoryPointer);
// Allocate space for the VBO
glBufferData(GL_ARRAY_BUFFER, color_size, colors, GL_STATIC_DRAW);
glEnableClientState(GL_VERTEX_ARRAY); // Activate vertex coordinates array
glEnableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, memoryPointer);
glVertexPointer(2, GL_FLOAT, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, colourMemoryPointer);
glColorPointer(4, GL_FLOAT, 0, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture.ID);
glTexCoordPointer(2, GL_FLOAT, 0, 0);
//[texture render];
//render
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY); // Deactivate vertex coordinates array
glDisableClientState(GL_COLOR_ARRAY);
free(vertices);
free(colors);
CDTexture loadPngTexture:方法
CFURLRef textureURL = CFBundleCopyResourceURL(CFBundleGetMainBundle(),
(CFStringRef)fileName,
CFSTR("png"),
NULL);
NSAssert(textureURL, @"Texture name invalid");
// Get the image source using a file path
CGImageSourceRef myImageSourceRef = CGImageSourceCreateWithURL(textureURL, NULL);
NSAssert(myImageSourceRef, @"Invalid Image Path.");
NSAssert((CGImageSourceGetCount(myImageSourceRef) > 0), @"No Image in Image Source.");
// Get the image reference using the source reference, -_-
CGImageRef myImageRef = CGImageSourceCreateImageAtIndex (myImageSourceRef, 0, NULL);
NSAssert(myImageSourceRef, @"Image not created.");
// Start gathering data from the image, before releasing it
GLuint myTextureName;
size_t width = CGImageGetWidth(myImageRef);
size_t height = CGImageGetHeight(myImageRef);
CGRect rect = {{0, 0}, {width, height}};
void * myData = calloc(width * 4, height);
CGColorSpaceRef space = CGColorSpaceCreateDeviceRGB();
CGContextRef myBitmapContext = CGBitmapContextCreate (myData,
width, height, 8,
width*4, space,
kCGBitmapByteOrder32Host |
kCGImageAlphaPremultipliedFirst);
CGColorSpaceRelease(space);
// Flip so that it isn't upside-down
CGContextTranslateCTM(myBitmapContext, 0, height);
CGContextScaleCTM(myBitmapContext, 1.0f, -1.0f);
CGContextSetBlendMode(myBitmapContext, kCGBlendModeCopy);
CGContextDrawImage(myBitmapContext, rect, myImageRef);
CGContextRelease(myBitmapContext);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
// Generate texture buffer
glGenTextures(1, &myTextureName);
// Bind buffer for use
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, myTextureName);
// Set storage methods
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Set the parameter required for non power of two textures
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,
GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Load the texture data into the buffer
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, width, height,
0, GL_BGRA_EXT, GL_UNSIGNED_INT_8_8_8_8_REV, myData);
// Free the data used, as it's now in the buffer
free(myData);
// Return information on texture object
CDTexture *texture = [[CDTexture alloc] init];
texture.ID = myTextureName;
texture.size = NSMakeSize(width, height);
return texture;
UPDATE
我使用一個紋理指針定義區域嘗試,而這導致了同樣的問題。即使沒有綁定和使用指針,它繪製的顏色/紋理也會這樣做。我也曾嘗試在使用和渲染之前和之後啓用和禁用GL_TEXTURE_COORD_ARRAY,並導致相同的問題。
除非我做錯了什麼,這個問題似乎與紋理指針沒有關係。
GLfloat texCoords[8] = {
0.0, 0.0,
0.0, 1.0,
1.0, 1.0,
1.0, 0.0
};
...
glBindBuffer(GL_ARRAY_BUFFER, colourMemoryPointer);
glColorPointer(4, GL_FLOAT, 0, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture.ID);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
//[texture render];
//render
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
更新2
我試圖獲得來自OpenGL的錯誤代碼,試圖解決這個問題,但沒有錯誤代碼已被打印出來。
UPDATE 3
我已使用不同的方法來獲得原始圖像數據試過,和相同的結果發生(儘管有一些變色,因爲我不能使用正確的顏色設置)。 OpenGL對這些數據的解釋在這裏必須是有缺陷的。我已經嘗試過使用glPixelStorei(),但到目前爲止沒有任何改變。由於OpenGL沒有報告任何錯誤,它必須與數據的程序解釋一致,所以無論是我爲存儲數據的方式設置的參數,還是隻導致1像素顯示的頂點問題,雖然由於這個原因精度,它很可能是參數。
原始圖像數據的新過程(感謝另一個stackoverflow用戶)。發佈供參考。
NSBitmapImageRep *theImage;
int bitsPPixel, bytesPRow;
NSSize size;
unsigned char *theImageData;
NSData* imgData = [NSData dataWithContentsOfFile:fileName options:NSUncachedRead error:nil]; // use FileURL
theImage = [NSBitmapImageRep imageRepWithData:imgData];
if(theImage != nil)
{
bitsPPixel = [theImage bitsPerPixel];
bytesPRow = [theImage bytesPerRow];
size.width = [theImage pixelsWide];
size.height = [theImage pixelsHigh];
}
enter code here
UPDATE 4
更改爲GL_TEXTURE_2D效率。左下角的像素仍然只能被渲染。這裏是代碼的完整的訂單:
// Create vertex buffer
GLuint memoryPointer = 0;
GLuint colourMemoryPointer = 0;
GLfloat *vertices;
size_t vertex_size = 0;
AllocateVertexBuffer(2, 4, &vertices, &vertex_size);
CDMeshVertexesCreateRectangle(200, 200, vertices);
// Create colour buffer
GLfloat *colors;
size_t color_size;
AllocateVertexBuffer(4, 4, &colors, &color_size);
CDMeshColorsCreateGrey(1.0, 4, colors);
// Create Texture UV Coordinates
GLfloat *texture;
size_t texture_size;
AllocateVertexBuffer(4, 2, &texture, &texture_size);
CDMeshVertexesCreateRectangle(1, 1, texture);
// Create texture buffer
NSString *fileName = @"Rawr3";
CFURLRef textureURL = CFBundleCopyResourceURL(CFBundleGetMainBundle(),
(CFStringRef)fileName,
CFSTR("png"),
NULL);
NSAssert(textureURL, @"Texture name invalid");
// Get the image source using a file path
CGImageSourceRef myImageSourceRef = CGImageSourceCreateWithURL(textureURL, NULL);
NSAssert(myImageSourceRef, @"Invalid Image Path.");
NSAssert((CGImageSourceGetCount(myImageSourceRef) > 0), @"No Image in Image Source.");
// Get the image reference using the source reference, -_-
CGImageRef myImageRef = CGImageSourceCreateImageAtIndex (myImageSourceRef, 0, NULL);
NSAssert(myImageSourceRef, @"Image not created.");
// Start gathering data from the image, before releasing it
GLuint myTextureName;
size_t width = CGImageGetWidth(myImageRef);
size_t height = CGImageGetHeight(myImageRef);
CGRect rect = {{0, 0}, {width, height}}; //Doesnt need fiddling
void * myData = calloc(width * 4, height); //Fiddled
CGColorSpaceRef space = CGColorSpaceCreateDeviceRGB();
CGContextRef myBitmapContext = CGBitmapContextCreate (myData,
width, height, 8,
width*4, space,
kCGBitmapByteOrder32Host |
kCGImageAlphaPremultipliedFirst);
CGColorSpaceRelease(space);
// Flip so that it isn't upside-down
CGContextTranslateCTM(myBitmapContext, 0, height);
CGContextScaleCTM(myBitmapContext, 1.0f, -1.0f);
CGContextSetBlendMode(myBitmapContext, kCGBlendModeCopy);
CGContextDrawImage(myBitmapContext, rect, myImageRef);
CGContextRelease(myBitmapContext);
// Generate texture buffer
glGenTextures(1, &myTextureName);
// Bind buffer for use
glBindTexture(GL_TEXTURE_2D, myTextureName);
// Set storage methods
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_CACHED_APPLE);
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
// Set clamping and rendering preferences
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
// Load the texture data into the buffer
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height,
0, GL_BGRA_EXT, GL_UNSIGNED_INT_8_8_8_8_REV, myData);
glGetError();
// Free the data used, as it's now in the buffer
free(myData);
// Return information on texture object
CDTexture *textureObj = [[CDTexture alloc] init];
textureObj.ID = myTextureName;
textureObj.size = NSMakeSize(width, height);
// Allocate the buffer
glGenBuffers(1, &memoryPointer);
// Bind the buffer object (tell OpenGL what to use)
glBindBuffer(GL_ARRAY_BUFFER, memoryPointer);
// Allocate space for the VBO
glBufferData(GL_ARRAY_BUFFER, vertex_size, vertices, GL_STATIC_DRAW);
// Allocate the buffer
glGenBuffers(1, &colourMemoryPointer);
// Bind the buffer object (tell OpenGL what to use)
glBindBuffer(GL_ARRAY_BUFFER, colourMemoryPointer);
// Allocate space for the VBO
glBufferData(GL_ARRAY_BUFFER, color_size, colors, GL_STATIC_DRAW);
glEnableClientState(GL_VERTEX_ARRAY); // Activate vertex coordinates array
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
glBindBuffer(GL_ARRAY_BUFFER, memoryPointer);
glVertexPointer(2, GL_FLOAT, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, colourMemoryPointer);
glColorPointer(4, GL_FLOAT, 0, 0);
glBindTexture(GL_TEXTURE_2D, textureObj.ID);
glTexCoordPointer(2, GL_FLOAT, 0, texture);
GetGLError();
//render
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY); // Deactivate vertex coordinates array
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
glDeleteBuffers(1, &memoryPointer);
glDeleteBuffers(1, &colourMemoryPointer);
GLuint texID = textureObj.ID;
glDeleteBuffers(1, &texID);
free(vertices);
free(colors);
free(texture);
}
UPDATE 5 從glTexImage2D(),它會使紋理的左下像素,即使我不綁定紋理,並添加座標它,這似乎很奇怪,考慮到它應該使用glTexCoordPointer()繪製。
UPDATE 6 可能是最後更新,所使用的紋理初始化代碼與另一更大,「手動」繪圖技術和它工作得很好。我已經刪除了Apple特定的元素。從該代碼中刪除顏色VBO和指針時,由於某種奇怪的原因,白色框仍然呈現。問題是與VBO的,但我不明白爲什麼。 GL_TEXTURE_RECTANGLE_ARB現在僅用於我的彩色紋理,將在解決此問題時更改。
// Create vertex buffer
GLuint memoryPointer = 0;
GLuint colourMemoryPointer = 0;
GLfloat *vertices;
size_t vertex_size = 0;
AllocateVertexBuffer(2, 4, &vertices, &vertex_size);
CDMeshVertexesCreateRectangle(200, 200, vertices);
GetGLError();
// Create colour buffer
GLfloat *colors;
size_t color_size;
AllocateVertexBuffer(4, 4, &colors, &color_size);
CDMeshColorsCreateGrey(0.4, 4, colors);
// Allocate the buffer
glGenBuffers(1, &memoryPointer);
glBindBuffer(GL_ARRAY_BUFFER, memoryPointer);
glBufferData(GL_ARRAY_BUFFER, vertex_size, vertices, GL_STATIC_DRAW);
// Allocate the buffer
glGenBuffers(1, &colourMemoryPointer);
glBindBuffer(GL_ARRAY_BUFFER, colourMemoryPointer);
glBufferData(GL_ARRAY_BUFFER, color_size, colors, GL_STATIC_DRAW);
// Enable client states for drawing the various arrays
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// Bind each buffer and use the VBO's to draw (apart from the texture buffer)
glBindBuffer(GL_ARRAY_BUFFER, memoryPointer);
glVertexPointer(2, GL_FLOAT, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, colourMemoryPointer);
glColorPointer(4, GL_FLOAT, 0, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, myTextureName); //
glTexCoordPointer(2, GL_FLOAT, 0, texture);
//render
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// Disale client states as were done with them.
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
GetGLError();
// Delete buffers to avoid problems
glDeleteBuffers(1, &memoryPointer);
glDeleteBuffers(1, &colourMemoryPointer);
glDeleteBuffers(1, &myTextureName);
free(vertices);
free(colors);
free(texture);
提示:不要使用GL_TEXTURE_RECTANGLE_ARB,它不適用於所有gfx卡片及其超級流氓軟件,並且不支持mipmapping無論是。總是使用GL_TEXTURE_2D! – Rookie
@Rookie,謝謝你的提示,我已經嘗試過使用這個功能的兩個圖像和UV座標集,它現在根本不輸出圖像。雖然會繼續使用GL_TEXTURE_2D。 – Croc