[英]How to use texture in 3d graphic OpenGL
正如湯米所說,我做了一些改變:
因此,我想說的是:
- 確保所有數組中至少包含11個元素;
- 啟用紋理。
為什么此代碼不會顯示草的紋理?
首先,加載紋理圖像:
QImage img;
if(!img.load("../g.jpg")){
qDebug("Texture not found!");
}
else {
t = QGLWidget::convertToGLFormat(img);
qDebug("Textture Converted to GLFormat.");
}
然后調用draw方法,該方法應使用頂點數組繪制不平坦的地面:
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,僅在啟用紋理后才應用紋理化。 您不會顯示對glEnable(GL_TEXTURE_2D)
的調用。
話雖這么說,但看起來您的陣列大小可能不正確。
glTexCoordPointer(3,GL_FLOAT,0,TexCoords); ... glDrawElements(GL_TRIANGLES,54, GL_UNSIGNED_BYTE, indices);
的凈效果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套紋理坐標將被讀取TexCoords
因為在最大的指數indices
為10
。 但是,假設您在3d中指定紋理坐標數組,則其中只有兩個紋理坐標。
因此,我想說的是:
如果僅使用2d紋理並且對紋理矩陣堆棧不做任何聰明的事情,您可能還想切換到2d提供紋理坐標。
按照jp的說法,這是為什么現在被標記為社區Wiki的公然語:創建新紋理ID后,您也無法綁定它。 OpenGL有點奇怪,因為在顯示列表被證明沒有最初希望的屬性后,紋理ID便被固定住了,因此假設您只有一個紋理,那么即使您也從未綁定過紋理,您就可以不做任何事情而無需生成紋理。 但是,如果您對此有所了解並生成它們,請確保您綁定它們。 生成不會隱式綁定。
另一個問題是您啟用了mipmapping作為采樣參數的一部分:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
但紋理沒有mipmap。 要生成mipmap,請在glTexImage2D()
之后添加以下調用:
glGenerateMipmap(GL_TEXTURE_2D);
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