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到目前爲止,我使用了不推薦使用的立即模式渲染,並且我試圖切換到VAO然後使用VBO。 2D四邊形通常使用VAO渲染,但是當我嘗試附加紋理時,它仍然是黑色的。如果有人能看看我的代碼,我會很感激,並指出我錯在哪裏。紋理在使用VAO的JOGL中爲黑色
public class CSpriteVAO {
/*VAO*/
private FloatBuffer vertices;
private ShortBuffer indices;
private FloatBuffer textures;
private int VAOVertices;
private int VAOIndices;
private int VAOTextures;
/*SPRITE*/
private String mTexture;
private CPoint mPosition;
private CPoint mDimension;
private CPreferences mPreferences;
public CSpriteVAO(GL2 gl, CPreferences preferences, String spriteID, CRectangle dimensions){
mPreferences = preferences;
mTexture = spriteID;
mDimension = new CPoint(dimensions.width, dimensions.height);
mPosition = new CPoint(dimensions.x, dimensions.y);
CCreateVAO(gl);
}
public void onDraw(GL2 gl){
gl.glLoadIdentity();
CBindTexture(gl);
CDraw(gl);
}
private void CDraw(GL2 gl){
//gl.glCullFace(GL2.GL_CW);
gl.glTranslatef(mPosition.x, mPosition.y, 0);
gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL2.GL_TEXTURE_COORD_ARRAY);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, VAOVertices);
gl.glVertexPointer(3, GL2.GL_FLOAT, 0, 0);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, VAOTextures);
gl.glTexCoordPointer(2, GL2.GL_FLOAT, 0, VAOTextures);
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, VAOIndices);
gl.glDrawElements(GL2.GL_TRIANGLES, indices.capacity(), GL2.GL_UNSIGNED_SHORT, 0);
gl.glDisableClientState(GL2.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL2.GL_VERTEX_ARRAY);
}
private void CCreateVAO(GL2 gl){
//float[] textureArray = {0f, 1f, 1f, 1f, 1f, 0f, 0f, 0f};
float[] textureArray = {0f, 0f, 1f, 0f, 1f, 1f, 0f, 1f};
textures = Buffers.newDirectFloatBuffer(textureArray.length);
textures.put(textureArray);
textures.flip();
float[] vertexArray = {0, mDimension.y, 0,
mDimension.x, mDimension.y, 0,
mDimension.x, 0, 0,
0, 0, 0};
vertices = Buffers.newDirectFloatBuffer(vertexArray.length);
vertices.put(vertexArray);
vertices.flip();
short[] indexArray = {0, 1, 2, 0, 2, 3};
indices = Buffers.newDirectShortBuffer(indexArray.length);
indices.put(indexArray);
indices.flip();
int[] temp = new int[3];
gl.glGenBuffers(3, temp, 0);
VAOTextures = temp[0];
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, VAOTextures);
gl.glBufferData(GL2.GL_ELEMENT_ARRAY_BUFFER, textures.capacity() * Buffers.SIZEOF_FLOAT, textures, GL2.GL_STATIC_DRAW);
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, 0);
VAOVertices = temp[1];
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, VAOVertices);
gl.glBufferData(GL2.GL_ARRAY_BUFFER, vertices.capacity() * Buffers.SIZEOF_FLOAT, vertices, GL2.GL_STATIC_DRAW);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
VAOIndices = temp[2];
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, VAOIndices);
gl.glBufferData(GL2.GL_ELEMENT_ARRAY_BUFFER, indices.capacity() * Buffers.SIZEOF_SHORT, indices, GL2.GL_STATIC_DRAW);
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, 0);
}
protected void CBindTexture(GL2 gl){
if (mTexture != CUtils.CurrentTexture){
if (mTexture != null){
CAssets.CWGGetTexture(mTexture).enable(gl);
CAssets.CWGGetTexture(mTexture).bind(gl);
}
CUtils.CurrentTexture = mTexture;
}
}
}
備案:我的vcard報告有(顯然)VAO支持OpenGl 4.3.0。立即渲染紋理工作正常。
我真的很感激任何形式的幫助。提前謝謝了。
你的紋理有黑色區域嗎?嘗試與白色的紋理。如果它變成白色,那麼你的texcoords是錯誤的或別的東西。你也選擇了顏色嗎?像glColor()我的意思是...我不知道喬吉爾。 – Rookie 2013-02-17 18:46:29
感謝您的答覆,結果證明我的texcoords不好。有紋理,現在是白色。如果您發佈您的答覆作爲答案,我可以批准它。 – LugaidVandroiy 2013-02-17 18:59:34