[英]OpenGL texture glTexCoord2d is not drawing
我在渲染opengl纹理时遇到问题。
我正在尝试从png图像加载纹理我正在使用的解析器来自这里https://github.com/DavidEGrayson/ahrs-visualizer/blob/master/png_texture.cpp
char str[]="bottom2.png";
GLuint image = png_texture_load(str, NULL, NULL);
并且正在返回GLuint 61964157,因此似乎正在工作。
所以,我的程序有一个方法,它通过obj并根据类型将顶点放入数组中,并获得一个数组大小的计数器
struct Vertice vertArrV[5000];
struct Vertice vertArrF[5000];
struct Vertice vertArrVT[5000];
struct Vertice vertArrVN[5000];
然后在我的显示方法中调用所有这些opengl初始化程序,类似于同样的仓库如何初始化事情https://github.com/DavidEGrayson/ahrs-visualizer/blob/master/ahrs-visualizer.cpp#L339
然后在我的显示方法中,glutDisplayFunc调用的是谁
void display() { // Display function will draw the image.
glewInit();
glClearColor( 0, 0, 0, 1 ); // (In fact, this is the default.)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear buffers
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glClear( GL_COLOR_BUFFER_BIT );
glBegin(GL_TRIANGLES);
int i=1;
char str[]="knight.png";
GLuint image = png_texture_load(str, NULL, NULL);
if (image == 0 )
{
printf("\n error loading texture \n");
return;
}
glClearColor(1.0, 1.0, 1.0, 0.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
for(i;i<arrayCount[2];i++){
struct Vertice face =vertArrF[i];
struct Vertice verticeLoop1 =vertArrV[face.vert1];
struct Vertice verticeNormalLoop1 =vertArrVN[face.vertn1];
struct Vertice verticeTextureLoop1 =vertArrVT[face.vertt1];
struct Vertice verticeLoop2 =vertArrV[face.vert2];
struct Vertice verticeNormalLoop2 =vertArrVN[face.vertn2];
struct Vertice verticeTextureLoop2 =vertArrVT[face.vertt2];
struct Vertice verticeLoop3 =vertArrV[face.vert3];
struct Vertice verticeNormalLoop3 =vertArrVN[face.vertn3];
struct Vertice verticeTextureLoop3 =vertArrVT[face.vertt3];
glEnable(GL_TEXTURE_2D);
glBegin(GL_TRIANGLES);
glNormal3d( verticeNormalLoop1.x,verticeNormalLoop1.y,verticeNormalLoop1.z);
glTexCoord2d(verticeTextureLoop1.x, verticeTextureLoop1.y);
glVertex3d( verticeLoop1.x,verticeLoop1.y,verticeLoop1.z);
glNormal3d( verticeNormalLoop2.x,verticeNormalLoop2.y,verticeNormalLoop2.z);
glTexCoord2d(verticeTextureLoop2.x, verticeTextureLoop2.y);
glVertex3d( verticeLoop2.x,verticeLoop2.y,verticeLoop2.z);
glNormal3d( verticeNormalLoop3.x,verticeNormalLoop3.y,verticeNormalLoop3.z);
glTexCoord2d(verticeTextureLoop3.x, verticeTextureLoop3.y);
glVertex3d( verticeLoop3.x,verticeLoop3.y,verticeLoop3.z);
glEnd();
glDisable(GL_TEXTURE_2D);
GLenum err = glGetError();
while (err != GL_NO_ERROR) {
printf("%f %f %f\n ",verticeNormalLoop1.x,verticeNormalLoop1.y);
printf("%f %f %f\n ",verticeNormalLoop2.x,verticeNormalLoop2.y);
printf("%f %f %f\n ",verticeNormalLoop3.x,verticeNormalLoop3.y);
printf("%f %f %f\n ",verticeLoop1.x,verticeLoop1.y);
printf("%f %f %f\n ",verticeLoop2.x,verticeLoop2.y);
printf("%f %f %f\n ",verticeLoop3.x,verticeNormalLoop3.y);
printf("%f %f %f\n ",verticeTextureLoop1.x,verticeTextureLoop1.y);
printf("%f %f %f\n ",verticeTextureLoop2.x,verticeTextureLoop2.y);
printf("%f %f %f\n ",verticeTextureLoop3.x,verticeTextureLoop3.y);
printf("error ");
printf("%s\n %d \n",GetGLErrorString(err), i);
err = glGetError();
}
}
glScalef(0.02,0.02,0.02);
glRotatef(45,1,1,0);
glutSwapBuffers(); // Required to copy color buffer onto the screen.
}
同样为了调试,我在纹理顶点上放了一个printf,似乎在给glTexCoord2d提供期望的值
0.863281 0.218750 0.0000000.863281 0.218750 0.0000000.863281 0.218750 0.0000000.863281 0.039062 0.0000000.863281 0.218750 0.0000000.992188 0.039062 0.0000000.730469 0.472656 0.0000000.992188 0.527344 0.0000000.875000 0.328125 0.0000000.753906 0.453125 0.0000000.875000 0.328125 0.0000000.871094 0.441406 0.0000000.863281 0.210938 0.0000000.753906 0.453125 0.0000000.753906 0.453125 0.0000000.730469 0.417969 0.0000000.730469 0.417969 0.0000000.863281 0.218750 0.0000000.863281 0.000000 0.0000000.992188 0.277344 0.0000000.992188 0.410156 0.0000000.960938 0.554688 0.0000000.871094 0.441406 0.0000000.992188 0.277344 0.0000000.992188 0.410156 0.0000000.992188 0.093750 0.0000000.992188 0.148438 0.0000000.730469 0.472656 0.0000000.871094 0.441406 0.0000000.992188 0.148438 0.0000000.992188 0.410156 0.0000000.753906 0.527344 0.0000000.753906 0.453125 0.0000000.871094 0.441406 0.0000000.753906 0.527344 0.0000000.871094 0.441406 0.0000000.992188 0.527344 0.0000000.992188 0.148438 0.0000000.960938 0.550781 0.0000000.964844 0.554688 0.0000000.164062 0.308594 0.0000000.371094 0.250000 0.0000000.382812 0.273438 0.0000000.371094 0.550781 0.0000000.218750 0.550781 0.0000000.371094 0.250000 0.0000000.382812 0.273438 0.0000000.164062 0.308594 0.0000000.960938 0.550781 0.0000000.371094 0.292969 0.0000000.382812 0.273438 0.0000000.960938 0.550781 0.0000000.960938 0.550781 0.0000000.960938 0.550781 0.0000000.960938 0.550781 0.0000000.164062 0.000000 0.0000000.175781 0.023438 0.0000000.164062 0.000000 0.0000000.175781 0.023438 0.0000000.355469 0.000000 0.0000000.355469 0.019531 0.0000000.410156 0.339844 0.0000000.175781 0.339844 0.0000000.355469 0.000000 0.0000000.355469 0.019531 0.0000000.246094 0.101562 0.0000000.246094 0.101562 0.0000000.355469 0.019531 0.0000000.378906 0.062500 0.0000000.210938 0.375000 0.0000000.382812 0.375000 0.0000000.355469 0.019531 0.0000000.378906 0.062500 0.0000000.003906 0.214844 0.0000000.003906 0.214844 0.0000000.386719 0.132812 0.0000000.378906 0.062500 0.0000000.210938 0.417969 0.0000000.386719 0.417969 0.0000000.386719 0.132812 0.0000000.378906 0.062500 0.0000000.191406 0.222656 0.0000000.191406 0.222656 0.0000000.347656 0.203125 0.0000000.386719 0.132812 0.0000000.218750 0.476562 0.0000000.378906 0.476562 0.0000000.347656 0.203125 0.0000000.386719 0.132812 0.0000000.164062 0.308594 0.0000000.164062 0.253906 0.0000000.347656 0.203125 0.0000000.371094 0.250000 0.0000000.222656 0.515625 0.0000000.375000 0.515625 0.0000000.347656 0.203125 0.0000000.371094 0.250000 0.0000000.003906 0.386719 0.0000000.371094 0.292969 0.0000000.382812 0.273438 0.0000000.003906 0.386719 0.0000000.371094 0.578125 0.0000000.218750 0.578125 0.0000000.003906 0.386719 0.0000000.003906 0.386719 0.0000000.003906 0.253906 0.0000000.003906 0.253906 0.0000000.003906 0.066406 0.0000000.003906 0.066406 0.0000000.363281 0.605469 0.0000000.226562 0.605469 0.0000000.164062 0.386719 0.0000000.320312 0.957031 0.0000000.265625 0.957031 0.0000000.226562 0.957031 0.0000000.226562 0.992188 0.0000000.410156 0.957031 0.0000000.386719 0.957031 0.0000000.386719 0.957031 0.0000000.386719 0.992188 0.0000000.363281 0.957031 0.0000000.320312 0.957031 0.0000000.960938 0.554688 0.0000000.964844 0.554688 0.0000000.960938 0.550781 0.0000000.015625 0.570312 0.0000000.082031 0.570312 0.0000000.363281 0.871094 0.0000000.328125 0.871094 0.0000000.257812 0.871094 0.0000000.328125 0.871094 0.0000000.226562 0.871094 0.0000000.226562 0.933594 0.0000000.460938 0.957031 0.0000000.437500 0.957031 0.0000000.437500 0.957031 0.0000000.437500 0.992188 0.0000000.449219 0.914062 0.0000000.386719 0.957031 0.0000000.386719 0.933594 0.0000000.410156 0.933594 0.0000000.386719 0.933594 0.0000000.074219 0.527344 0.0000000.226562 0.933594 0.0000000.226562 0.957031 0.0000000.328125 0.933594 0.0000000.257812 0.933594 0.0000000.363281 0.933594 0.0000000.328125 0.933594 0.0000000.460938 0.957031 0.0000000.480469 0.957031 0.0000000.265625 0.832031 0.0000000.265625 0.832031 0.0000000.328125 0.871094 0.0000000.449219 0.914062 0.0000000.449219 0.914062 0.0000000.015625 0.570312 0.0000000.320312 0.832031 0.0000000.156250 0.515625 0.0000000.167969 0.484375 0.0000000.210938 0.511719 0.0000000.128906 0.515625 0.0000000.960938 0.550781 0.0000000.964844 0.554688 0.0000000.109375 0.484375 0.0000000.121094 0.585938 0.0000000.128906 0.515625 0.0000000.148438 0.457031 0.0000000.148438 0.457031 0.0000000.156250 0.414062 0.0000000.156250 0.515625 0.0000000.156250 0.414062
OpenGL调用堆栈
1: CGLChoosePixelFormat({kCGLPFAAllowOfflineRenderers}, 0x7fa96fd10c10, 2);
2: CGLCreateContext(0x7fa96fd10c10, 0x00000000, 0x7fa971007600);
3: glDrawBuffer(GL_FRONT);
4: glReadBuffer(GL_FRONT);
5: CGLSetParameter(0x7fa971007600, kCGLCPSwapInterval, {1});
6: CGLSetSurface(0x7fa971007600, {100, 78, 500, 522}, {0, 22, 500, 500});
7: glScissor(0, 0, 500, 500);
8: glViewport(0, 0, 500, 500);
9: CGLQueryRendererInfo(4294967295, 0x00000000, -1059176193);
10: CGLDestroyRendererInfo(0x7fa96fd46710);
11: glViewport(0, 0, 500, 500);
12: glGetString(GL_VERSION);
13: glGetString(GL_EXTENSIONS);
14: glClearColor(0, 0, 0, 1);
15: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
16: glEnable(GL_BLEND);
17: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
18: glEnable(GL_TEXTURE_2D);
19: glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
20: glClear(GL_COLOR_BUFFER_BIT);
21: glBegin(GL_TRIANGLES);
22: glGenTextures(1, 0x7fff59a00a08);
23: glBindTexture(GL_TEXTURE_2D, 152813080);
24: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, 0x10b856000);
25: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
26: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
27: glClearColor(1, 1, 1, 0);
28: glMatrixMode(GL_PROJECTION);
29: glLoadIdentity();
30: glEnable(GL_TEXTURE_2D);
31: glBegin(GL_TRIANGLES);
32: glNormal3d(0.525731, 0.850651, 0);
33: glTexCoord2d(0.730469, 0.257812);
34: glVertex3d(3.48344, -1.48562, 24.4911);
35: glNormal3d(-0.525731, 0.850651, 0);
36: glTexCoord2d(0.992188, 0.277344);
37: glVertex3d(3.73332, -1.23742, 20.78);
38: glNormal3d(0.262866, -0.951056, -0.16246);
39: glTexCoord2d(0.875, 0.328125);
40: glVertex3d(4.60787, -3.71942, 22.2232);
41: glEnd();
42: glDisable(GL_TEXTURE_2D);
43: glGetError(); returns: GL_INVALID_OPERATION
44: glGetError(); returns: GL_NO_ERROR
45: glEnable(GL_TEXTURE_2D);
46: glBegin(GL_TRIANGLES);
47: glNormal3d(0.525731, 0.850651, 0);
48: glTexCoord2d(0.730469, 0.257812);
49: glVertex3d(3.48344, -1.48562, 24.4911);
50: glNormal3d(-0.587785, 0.425325, 0.688191);
51: glTexCoord2d(0.863281, 0.039062);
52: glVertex3d(-1.76387, -0.741022, 22.2232);
53: glNormal3d(-0.525731, 0.850651, 0);
54: glTexCoord2d(0.992188, 0.277344);
55: glVertex3d(3.73332, -1.23742, 20.78);
56: glEnd();
57: glDisable(GL_TEXTURE_2D);
58: glGetError(); returns: GL_NO_ERROR
59: glEnable(GL_TEXTURE_2D);
60: glBegin(GL_TRIANGLES);
61: glNormal3d(-0.850651, -0.525731, 0);
62: glTexCoord2d(0.992188, 0.09375);
63: glVertex3d(-1.26412, -1.48562, 24.4911);
64: glNormal3d(-0.442863, -0.238856, 0.864188);
65: glTexCoord2d(0.863281, 0.09375);
66: glVertex3d(-2.38855, -4.58812, 22.0171);
67: glNormal3d(-0.587785, 0.425325, 0.688191);
68: glTexCoord2d(0.992188, 0.039062);
69: glVertex3d(-1.76387, -0.741022, 22.2232);
70: glEnd();
71: glDisable(GL_TEXTURE_2D);
72: glGetError(); returns: GL_NO_ERROR
73: glEnable(GL_TEXTURE_2D);
74: glBegin(GL_TRIANGLES);
75: glNormal3d(1, 0, 0);
76: glTexCoord2d(0.730469, 0.257812);
77: glVertex3d(3.10864, -5.70501, 24.0788);
78: glNormal3d(0.587785, 0.425325, 0.688191);
79: glTexCoord2d(0.992188, 0.277344);
80: glVertex3d(2.9837, -5.82911, 20.78);
81: glNormal3d(-0.442863, -0.238856, 0.864188);
82: glTexCoord2d(0.863281, 0.039062);
83: glVertex3d(-2.38855, -4.58812, 22.0171);
84: glEnd();
85: glDisable(GL_TEXTURE_2D);
86: glGetError(); returns: GL_NO_ERROR
87: glEnable(GL_TEXTURE_2D);
88: glBegin(GL_TRIANGLES);
89: glNormal3d(0.295242, 0, -0.955423);
90: glTexCoord2d(0.863281, 0);
91: glVertex3d(-1.63893, -4.09171, 24.4911);
92: glNormal3d(-0.850651, -0.525731, 0);
93: glTexCoord2d(0.992188, 0.09375);
94: glVertex3d(-1.26412, -1.48562, 24.4911);
95: glNormal3d(0.525731, 0.850651, 0);
96: glTexCoord2d(0.730469, 0.472656);
97: glVertex3d(3.48344, -1.48562, 24.4911);
98: glEnd();
99: glDisable(GL_TEXTURE_2D);
100: glGetError(); returns: GL_NO_ERROR
并且正在返回GLuint 61964157,因此似乎正在工作。
不,这对于实际上没有工作非常可疑。 虽然正确的实现可能带有这样一个怪异的名字,但现实世界中没有实现。
OpenGL调用堆栈
[...] 21: glBegin(GL_TRIANGLES); 22: glGenTextures(1, 0x7fff59a00a08); 23: glBindTexture(GL_TEXTURE_2D, 152813080);
首先,这不是调用堆栈,而只是应用程序执行的OpenGL调用顺序的痕迹。
真正的错误是您尝试在glBegin/glEnd
块内创建纹理,这是不允许的。 结果, glGenTextures
只会生成一个GL错误,并且纹理名称未初始化,这会导致堆栈中的一些随机值被用作纹理名称。
从这些错误中得知Aprart,您的代码真的很可怕:
glewInit
,而在创建GL上下文后应仅调用一次。 glRotate
和glScale
调用,没有用它绘制任何内容,并在下一次迭代中再次覆盖了该状态。 最糟糕的是:所有这些代码都是完全不推荐使用的OpenGL,它将无法与OpenGL的现代核心配置文件一起使用。 到目前为止,这些东西已经过时了十年 ,并且在2017年将固定功能流水线和即时模式渲染与Begin / End和GL的矩阵堆栈一起使用并不是唯一的选择 。
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