更新:在@datenwolf的幫助下,我知道gluBuild2DMipmaps的返回值不是指向紋理的指針,而只是一個錯誤代碼。我忘了調用glGenTextures和glBindTexture。在這個答案中查看方法LoadTextureRaw爲什麼我的OpenGL對象使用相同的紋理渲染?
我在渲染多個對象時出現問題,每個對象都有自己的紋理文件定義,即它們都繪製相同的紋理。我創建了一個類層次結構CDrawObject->CBall
。在CDrawObject,我定義這個:
public ref class CDrawObject
{
protected:
BYTE * dataTexture;
GLuint * texture;
public:
String^filename;
CDrawObject(void);
virtual void draw();
void LoadTextureRaw();
};
在LoadTextureDraw(),我定義的:
void CDrawObject::LoadTextureRaw()
{
//GLuint texture;
if(!filename) return;
if(filename->Equals("")) return;
texture = new GLuint;
System::Drawing::Bitmap^bitmap = gcnew Bitmap(filename);
int h = bitmap->Height;
int w = bitmap->Width;
int s = w * h;
dataTexture = new BYTE[s * 3];
System::Drawing::Rectangle rect = System::Drawing::Rectangle(0,0,w,h);
System::Drawing::Imaging::BitmapData^bitmapData =
bitmap->LockBits(rect,System::Drawing::Imaging::ImageLockMode::ReadWrite , System::Drawing::Imaging::PixelFormat::Format24bppRgb);
::memcpy(dataTexture,bitmapData->Scan0.ToPointer(),s*3);
/* old code
bitmap->UnlockBits(bitmapData);
pin_ptr<GLuint*> pt = &texture;//pin managed pointer, to be unmanaged
**pt = gluBuild2DMipmaps(GL_TEXTURE_2D, 3, w,h,GL_BGR_EXT, GL_UNSIGNED_BYTE, dataTexture);
*/
//new code : working fine this way. I forgot to call glGenTextures and glBindTexture
bitmap->UnlockBits(bitmapData);
pin_ptr<GLuint*> pt = &texture;//pin managed pointer, to be unmanaged... a must here :)
glEnable(GL_TEXTURE_2D);
glGenTextures(1,*pt);
glBindTexture(GL_TEXTURE_2D,**pt);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, w,h,GL_BGR_EXT, GL_UNSIGNED_BYTE, dataTexture);
}
而作爲CBall:繪製自己,我定義這個:
void CBall::draw(){
glLoadIdentity();
if(texture!=NULL && !filename->Equals(""))
{
glEnable(GL_TEXTURE_2D);
pin_ptr<GLuint*> pt = &texture;
glBindTexture(GL_TEXTURE_2D,**pt);
}
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glTranslatef(this->x,this->y,this->z);
glRotatef(this->sudut_rotasi_x,1,0,0);
glRotatef(this->sudut_rotasi_y,0,1,0);
glRotatef(this->sudut_rotasi_z,0,0,1);
glScalef(this->x_scale,this->y_scale,this->z_scale);
GLUquadricObj *q = gluNewQuadric();
gluQuadricNormals(q, GL_SMOOTH);
gluQuadricTexture(q, GL_TRUE);
gluSphere(q, r, 32, 16);
glFlush();
glDisable(GL_TEXTURE_2D);
}
問題是,當我繪製兩個(或更多)球對象時,它們都使用相同的紋理繪製。我已經調試過代碼,並且對於每個對象,它們都有不同的texture
變量。下面是我的代碼繪製這些球的快照:
...
CBall^ball = gcnew CBall();
ball->x=Convert::ToSingle(r->GetAttribute("x"));
ball->y=Convert::ToSingle(r->GetAttribute("y"));
ball->z=Convert::ToSingle(r->GetAttribute("z"));
ball->r=Convert::ToSingle(r->GetAttribute("r"));
ball->filename=r->GetAttribute("filename");
ball->LoadTextureRaw();
addGraphic(id, ball);
...
這些代碼是從讀取XML文件方法調用的。
這個OpenGL代碼我做了什麼錯?
使用相同的文件名的紋理,他們終於畫(我重新安排一點點) ? – ColWhi 2011-05-02 15:31:51