简体   繁体   English

OpenGL纹理未显示

[英]OpenGL Texture not showing up

When I create my cube, and I try to apply a texture to it, the texture is not applied but opengl returns a black cube, the texture is showing as a black color. 创建多维数据集并尝试对其应用纹理时,该纹理未应用,但opengl返回一个黑色立方体,该纹理显示为黑色。 I'm using QT, here is the code: 我正在使用QT,这是代码:

(I'm using QT) (我正在使用QT)

Create Texture Function: 创建纹理功能:

GLuint AOpenGlWidget::textureFromRsc(QString place){
// Read the bmp file
QImage img(place);
QImage tb;

QImage fixedImage( img.width(), img.height(), QImage::Format_ARGB32);
QPainter painter(&fixedImage);
painter.setCompositionMode(QPainter::CompositionMode_Source);
painter.fillRect(fixedImage.rect(), Qt::transparent);
painter.setCompositionMode(QPainter::CompositionMode_SourceOver);
painter.drawImage( 0, 0, img);
painter.end();

tb = QGLWidget::convertToGLFormat(fixedImage);

GLuint textureId;
glGenTextures(1,&textureId);
glBindTexture(GL_TEXTURE_2D,textureId);

glTexImage2D(GL_TEXTURE_3D,0,4,tb.width(),tb.height(),0,GL_RGBA,GL_UNSIGNED_BYTE,tb.bits());

if(!tb.bits()){
    QMessageBox::information(0,"Texture loading error.","There was an error while trying to load a texture.");
}

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

return textureId;
}



PaintGl Function: PaintGl功能:

void AOpenGlWidget::paintGL(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clears the screen and paint the bg with the color specified on glClearColor



// Another stuff (MVP Matrix... bla bla bla)

glUseProgram(programId);

GLuint MatrixId = glGetUniformLocation(programId,"MVP");
glUniformMatrix4fv(MatrixId,1,GL_FALSE,glm::value_ptr(MVP));
glActiveTexture(cursor_texture);
glBindTexture(GL_TEXTURE_2D,cursor_texture);

glUniform1i(glGetUniformLocation(programId,"textura"),cursor_texture);
// Draw or triangles

glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);   

glBindBuffer(GL_ARRAY_BUFFER,trianglebuffer[0]);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,(void*)0);


glBindBuffer(GL_ARRAY_BUFFER,trianglebuffer[1]);
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,(void*)0);


glDrawArrays(GL_TRIANGLES,0,12*3);

glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
}

Buffer: 缓冲:
trianglebuffer[1] (UV Coord): trianglebuffer [1](UV坐标):

const GLfloat simple_triangle_buffer_txcoord[] = {
     0.0f,0.0f,
     0.0f,1.0f,
     1.0f,1.0f,
     1.0f,1.0f,
     1.0f,0.0f,
     0.0f,0.0f,
    0.0f,0.0f,
     0.0f,1.0f,
     1.0f,1.0f,
     1.0f,1.0f,
     1.0f,0.0f,
     0.0f,0.0f,
     0.0f,0.0f,
     0.0f,1.0f,
     1.0f,1.0f,
     1.0f,1.0f,
     1.0f,0.0f,
     0.0f,0.0f,
     0.0f,0.0f,
     0.0f,1.0f,
     1.0f,1.0f,
     1.0f,1.0f,
     1.0f,0.0f,
     0.0f,0.0f,
     0.0f,0.0f,
     0.0f,1.0f,
     1.0f,1.0f,
     1.0f,1.0f,
     1.0f,0.0f,
     0.0f,0.0f,
     0.0f,0.0f,
     0.0f,1.0f,
     1.0f,1.0f,
     1.0f,1.0f,
     1.0f,0.0f,
     0.0f,0.0f
};

Buffer: 缓冲:
trianglebuffer[0] (Cube): trianglebuffer [0](多维数据集):

const GLfloat simple_triangle_buffer[] = {
    // Front
    -1.0f,1.0f,1.0f,
    -1.0f,-1.0f,1.0f,
    1.0f,-1.0f,1.0f,
    1.0f,-1.0f,1.0f,
    1.0f,1.0f,1.0f,
    -1.0f,1.0f,1.0f,

    // Top
    -1.0f,1.0f,-1.0f,
    -1.0f,1.0f,1.0f,
    1.0f,1.0f,1.0f,
    1.0f,1.0f,1.0f,
    1.0f,1.0f,-1.0f,
    -1.0f,1.0f,-1.0f,

    // Left
    -1.0f,1.0f,1.0f,
    -1.0f,1.0f,-1.0f,
    -1.0f,-1.0f,-1.0f,
    -1.0f,-1.0f,-1.0f,
    -1.0f,-1.0f,1.0f,
    -1.0f,1.0f,1.0f,

    // Back
    -1.0f,1.0f,-1.0f,
    -1.0f,-1.0f,-1.0f,
    1.0f,-1.0f,-1.0f,
    1.0f,-1.0f,-1.0f,
    1.0f,1.0f,-1.0f,
    -1.0f,1.0f,-1.0f,

    // Bottom
    -1.0f,-1.0f,1.0f,
    1.0f,-1.0f,1.0f,
    -1.0f,-1.0f,-1.0f,
    -1.0f,-1.0f,-1.0f,
    1.0f,-1.0f,1.0f,
    1.0f,-1.0f,-1.0f,

    // Right
    1.0f,1.0f,1.0f,
    1.0f,-1.0f,1.0f,
    1.0f,-1.0f,-1.0f,
    1.0f,-1.0f,-1.0f,
    1.0f,1.0f,-1.0f,
    1.0f,1.0f,1.0f

};

And the shaders (Frag & Vert): 和着色器(Frag&Vert):

// Fragment
#version 330 core
out vec3 color;
in vec2 thcoord;
in vec2 UV;
uniform sampler2D d_textura;
void main(){
color = texture(d_textura,thcoord).rgb;
}
// Vertex
#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 tcoord;
out vec2 thcoord;
uniform mat4 MVP;
void main(){
vec4 v = vec4(vertexPosition_modelspace,1);
thcoord=tcoord;
gl_Position = MVP * v;
}

It's a little bit difficult for me to understand the UV Coordinates... 我很难理解UV坐标...

Is your glTexImage2D call wrong? 您的glTexImage2D通话错误吗?

glTexImage2D( GL_TEXTURE_3D ,0,4,tb.width(),tb.height(),0,GL_RGBA,GL_UNSIGNED_BYTE,tb.bits()); glTexImage2D( GL_TEXTURE_3D ,0,4,tb.width(),tb.height(),0,GL_RGBA,GL_UNSIGNED_BYTE,tb.bits()); ?

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM