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OpenGL紋理2d數組深度> 1時無法渲染

[英]OpenGL texture 2d array won't render with depth > 1

下面的代碼上傳了我的紋理內存,該內存在傳遞的參數中進行了描述。 當“ vPixelData ”僅包含1個項目/紋理時,將正確渲染它,但是一旦存在2個或更多,則什么都不會顯示。

僅當vPixelData.size()大於1時,glTexSubImage3D()在調用glGetError()之后才返回GL_INVALID_OPERATION

/*virtual*/ uint32 HyOpenGL::AddTextureArray(uint32 uiNumColorChannels, uint32 uiWidth, uint32 uiHeight, vector<unsigned char *> &vPixelData)
{
    GLenum eInternalFormat = uiNumColorChannels == 4 ? GL_RGBA8 : (uiNumColorChannels == 3 ? GL_RGB8 : GL_R8);
    GLenum eFormat = uiNumColorChannels == 4 ? GL_RGBA : (uiNumColorChannels == 3 ? GL_RGB : GL_RED);

    glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, eInternalFormat, uiWidth, uiHeight, static_cast<uint32>(vPixelData.size()), 0, eFormat, GL_UNSIGNED_BYTE, NULL);

    GLuint hGLTextureArray;
    glGenTextures(1, &hGLTextureArray);
    //glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D_ARRAY, hGLTextureArray);

    // Create storage for the texture
    glTexStorage3D(GL_TEXTURE_2D_ARRAY,
                    1,                      // Number of mipmaps
                    eInternalFormat,        // Internal format
                    uiWidth, uiHeight,      // width, height
                    static_cast<uint32>(vPixelData.size()));

    for(unsigned int i = 0; i != vPixelData.size(); ++i)
    {
        // Write each texture into storage
        glTexSubImage3D(GL_TEXTURE_2D_ARRAY,
                        0,                                      // Mipmap number
                        0, 0, i,                                // xoffset, yoffset, zoffset
                        uiWidth, uiHeight, 1,                   // width, height, depth (of texture you're copying in)
                        eFormat,                                // format
                        GL_UNSIGNED_BYTE,                       // type
                        vPixelData[i]);                         // pointer to pixel data

        GLenum eError = glGetError(); // Getting 'GL_INVALID_OPERATION' when > 1 texture depth. It's 'GL_NO_ERROR' otherwise
    }

    glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    return hGLTextureArray;
}

(我當前傳遞的參數是uiNumColorChannels == 4)

(uiWidth和uiHeight均為512)

如果我使用,顯然一切正常:

glTexImage3D(GL_TEXTURE_2D_ARRAY,
             0,
             eFormat,
             uiWidth, uiHeight,
             uiNumTextures,
             0,
             eFormat,
             GL_UNSIGNED_BYTE,
             NULL);

代替:

glTexStorage3D(GL_TEXTURE_2D_ARRAY,
                    1,                      // Number of mipmaps
                    eInternalFormat,        // Internal format
                    uiWidth, uiHeight,      // width, height
                    static_cast<uint32>(vPixelData.size()));

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