因此,我查看了本网站和其他人的所有类似问题,但未能找到我的纹理无法加载的答案。我确定纹理是正确读取的,但是,它只是没有正确应用。这里是我的代码:显示的是OpenGL实体颜色而不是纹理
获取质地:
glGenTextures(NumTextures, textures);
glActiveTexture(GL_TEXTURE0);
// load and bind tree texture
readPPM6("textures/tree_trunk.pbm", treeTex);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 128, 128, 0, GL_RGB,
GL_UNSIGNED_BYTE, treeTex);
绑定对象:
绘制树:
glUseProgram(texture);
proj_loc = glGetUniformLocation(texture, "projection");
model_view_loc = glGetUniformLocation(texture, "modelview");
glUniformMatrix4fv(proj_loc, 1, GL_TRUE, projmat);
glUniformMatrix4fv(model_view_loc, 1, GL_TRUE, modelmat);
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(0xFFFF);
glBindVertexArray(vArrays[TreeA]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vElements[TreeE]);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glDrawElements(GL_TRIANGLE_STRIP, treeIndices.size(), GL_UNSIGNED_SHORT, NULL);
glDisable(GL_PRIMITIVE_RESTART);
glDisable(GL_TEXTURE_2D);
glUseProgram(0);
glBindVertexArray(0);
树的创建方式:
getCylinderVertices(treeVertices, 10.0, 3.0, 10);
getCylinderIndices(treeIndices, 10);
getConeVertices(treeVertices, 10.0, 15.0, 6.0, 10);
for (int i = 0; i < 10; i++)
{
treeIndices.push_back(60+i*3);
treeIndices.push_back(60+i*3+1);
treeIndices.push_back(60+i*3+2);
treeIndices.push_back(0xFFFF);
}
treeTexCoords = new vec2[90];
for (int i = 0; i < 10; i++)
{
treeTexCoords[i*6] = vec2(0.0, 0.0);
treeTexCoords[i*6+1] = vec2(0.0, 0.2);
treeTexCoords[i*6+2] = vec2(0.0, 0.0);
treeTexCoords[i*6+3] = vec2(1.0, 0.2);
treeTexCoords[i*6+4] = vec2(1.0, 0.0);
treeTexCoords[i*6+5] = vec2(0.0, 0.0);
}
for (int i = 0; i < 30; i++)
{
treeTexCoords[60+i] = vec2(0.0,0.0);
}
顶点着色器:
#version 330 core
attribute vec4 vPosition;
uniform mat4 projection;
uniform mat4 modelview;
attribute vec4 vertex;
attribute vec3 normal;
attribute vec2 vTexCoord;
out vec2 texCoord;
void main()
{
texCoord = vTexCoord;
gl_Position = projection*modelview*vPosition;
}
片段着色器:
#version 330 core
in vec2 texCoord;
uniform sampler2D texture;
void main()
{
gl_FragColor = texture2D(texture, texCoord);
}
固定缓冲子数据分配问题之后,这是树木如何看待目前的样子: http://i.imgur.com/dMBq9xN.jpg
仅供参考此是我正在使用的图像: http://i.imgur.com/QuuQQ5i.jpg
我已经解决了最后的问题,读者正在读取一个作为图像一部分的末端,因此一切都转移到了下一个颜色。感谢大家的帮助。
如果更改tree_trunk.pbm图像,树的颜色是否更改?以确保文件本身在着色器中被加载和使用)。 此外,请尝试更改片段着色器以显示uv,以确保texCoords正确设置:gl_FragColor = vec4(texCoord.x,texCoord.y,1.0,1.0); – biskitt
图像改变时颜色会改变。当我改变碎片颜色时,你建议一切都变成蓝色。所以,不知何故,我猜所有u,v被设置为0.0,0.0或者纹理坐标不会被创建。我怎样才能确保坐标设置正确? – user1800978
您是否尝试从着色器中删除未使用的“顶点”和“正常”属性? –