[英]How to use texture in 3d graphic OpenGL
正如汤米所说,我做了一些改变:
因此,我想说的是:
- 确保所有数组中至少包含11个元素;
- 启用纹理。
为什么此代码不会显示草的纹理?
首先,加载纹理图像:
QImage img;
if(!img.load("../g.jpg")){
qDebug("Texture not found!");
}
else {
t = QGLWidget::convertToGLFormat(img);
qDebug("Textture Converted to GLFormat.");
}
然后调用draw方法,该方法应使用顶点数组绘制不平坦的地面:
GLfloat vertices2[] = {
2,2,0 , 2,-2,0 , -2,-2,0 , -2,2,0,
0.7,0.6,0.6 , 0.4,0.9,0.1 , 0.1,0.2,0.3 , 0.8,0.3,0.8 ,
0.5,-0.5,0.12 , 0,-0.9,0.4 , -0.8,-0.2,0.6
};
GLfloat colors[] = {35 , 73 , 12 , 10 , 6 , 41 , 32 , 10 , 13 , 35 , 42 , 86 , 12 , 2 , 6 ,9};
GLfloat TexCoords[] = {
0.449,0.911,0.056,
0.911,0.056,0.17,
0.056,0.17,0.902,
0.17,0.902,0.873,
0.902,0.873,0.061,
0.873,0.061,0.557,
0.061,0.557,0.517,
0.557,0.517,0.131,
0.517,0.131,0.855,
0.131,0.855,0.533,
0.855,0.533,0.896,
0.533,0.896,0.178,
0.896,0.178,0.303,
0.178,0.303,0.358,
0.303,0.358,0.064,
0.358,0.064,0.156,
0.064,0.156,0.199,
0.156,0.199,0.32,
0.199,0.32,0.636,
0.32,0.636,0.306,
0.636,0.306,0.445,
0.306,0.445,0.166,
0.445,0.166,0.572,
0.166,0.572,0.249,
0.572,0.249,0.29,
0.249,0.29,0.389,
0.29,0.389,0.79,
0.389,0.79,0.567,
0.79,0.567,0.692,
0.567,0.692,0.202,
0.692,0.202,0.913,
0.202,0.913,0.498
};
GLfloat NormalP[] = { 0.383,0.29,0.746,
0.29,0.746,0.301,
0.746,0.301,0.675,
0.301,0.675,0.541,
0.675,0.541,0.677,
0.541,0.677,0.896,
0.677,0.896,0.915,
0.896,0.915,0.295,
0.915,0.295,0.423,
0.295,0.423,0.76,
0.423,0.76,0.89,
};
GLubyte indices[] = {
1,2,9 , 9,8,1 , 1,8,7 , 7,1,0 ,
0,7,4 , 0,4,5 , 0,5,3 , 3,5,6 ,
3,6,10 , 3,10,2 , 2,10,9 , 9,6,10 ,
6,5,4 , 6,4,7 , 6,7,8 , 6,8,9
};
GLuint mHandle;
glGenTextures(1, &mHandle);
glBindTexture(GL_TEXTURE_2D, mHandle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,t.width(),t.height(),0,GL_RGBA,GL_UNSIGNED_BYTE,t.bits());
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glColorPointer(3,GL_FLOAT,0,colors);
glVertexPointer(3, GL_FLOAT, 0, vertices2);
glTexCoordPointer(3,GL_FLOAT,0,TexCoords);
glNormalPointer(GL_FLOAT,0,NormalP);
glDrawElements(GL_TRIANGLES,54, GL_UNSIGNED_BYTE, indices);
glDisableClientState(GL_VERTEX_ARRAY);
在固定管道中,仅在启用纹理后才应用纹理化。 您不会显示对glEnable(GL_TEXTURE_2D)
的调用。
话虽这么说,但看起来您的阵列大小可能不正确。
glTexCoordPointer(3,GL_FLOAT,0,TexCoords); ... glDrawElements(GL_TRIANGLES,54, GL_UNSIGNED_BYTE, indices);
的净效果glTexCoordPointer(3,GL_FLOAT,0,TexCoords); ... glDrawElements(GL_TRIANGLES,54, GL_UNSIGNED_BYTE, indices);
glTexCoordPointer(3,GL_FLOAT,0,TexCoords); ... glDrawElements(GL_TRIANGLES,54, GL_UNSIGNED_BYTE, indices);
是11套纹理坐标将被读取TexCoords
因为在最大的指数indices
为10
。 但是,假设您在3d中指定纹理坐标数组,则其中只有两个纹理坐标。
因此,我想说的是:
如果仅使用2d纹理并且对纹理矩阵堆栈不做任何聪明的事情,您可能还想切换到2d提供纹理坐标。
按照jp的说法,这是为什么现在被标记为社区Wiki的公然语:创建新纹理ID后,您也无法绑定它。 OpenGL有点奇怪,因为在显示列表被证明没有最初希望的属性后,纹理ID便被固定住了,因此假设您只有一个纹理,那么即使您也从未绑定过纹理,您就可以不做任何事情而无需生成纹理。 但是,如果您对此有所了解并生成它们,请确保您绑定它们。 生成不会隐式绑定。
另一个问题是您启用了mipmapping作为采样参数的一部分:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
但纹理没有mipmap。 要生成mipmap,请在glTexImage2D()
之后添加以下调用:
glGenerateMipmap(GL_TEXTURE_2D);
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