2012-12-21 109 views
0

尝试纹理天空盒并使用“ImageLoader :: createJPG”加载纹理,加载正确格式的纹理文件,我的代码纹理加载到多边形就好了在每一个显示循环(这显然是一个可怕的性能打击)。在Init中加载纹理()

但是,当我尝试相同的代码在init()只是加载它们一次,显示甚至不认为它们存在(我只是结束了默认颜色的立方体)。

GLuint skyFront;等等在#includes之后的文件顶部的任何其他位置之前声明。

没有启用或texParameters的数量似乎使init()想要加载纹理。有任何想法吗?

GLuint skyTop; 
GLuint skyFront; 
GLuint skyBack; 
GLuint skyBottom; 
GLuint skyLeft; 
GLuint skyRight; 


void display()         
{ 
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

    glMatrixMode(GL_MODELVIEW); 

glLoadIdentity(); 




glTranslatef(0,0,-0.6); 
glTranslatef(0, -0.4, -1);   


glPushMatrix(); 
glDisable(GL_DEPTH_TEST); 

glDisable(GL_LIGHTING); 
glDisable(GL_BLEND); 
//glEnable(GL_LIGHT0); 
//glTranslatef(camPos.x, camPos.y,camPos.z); 
//glDepthMask(GL_FALSE); 
glDisable(GL_CULL_FACE); 
//draw skybox 
glLoadIdentity(); 
glEnable(GL_TEXTURE_2D); 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 
glColor3f(0.0, 1.0, 0.0); 
glTranslatef(0.0,-2.0,-20.0); 
     GLuint skyTop = ImageLoader::createJPG("../TestModels/top.jpg"); 
     GLuint skyBottom = ImageLoader::createJPG("../TestModels/bottom.jpg"); 
     GLuint skyLeft = ImageLoader::createJPG("../TestModels/left.jpg"); 
     GLuint skyFront = ImageLoader::createJPG("../TestModels/front.jpg"); 
     GLuint skyRight = ImageLoader::createJPG("../TestModels/right.jpg"); 
     GLuint skyBack = ImageLoader::createJPG("../TestModels/back.jpg"); 

     //FRONT 
      glBindTexture(GL_TEXTURE_2D, skyFront); 
      glBegin(GL_QUADS); 
       glTexCoord2f(0, 0); glVertex3f(-SKYBOXSIZE, SKYBOXSIZE, -SKYBOXSIZE);  //A 
       glTexCoord2f(0, 1); glVertex3f(-SKYBOXSIZE, -SKYBOXSIZE, -SKYBOXSIZE);  //B 
       glTexCoord2f(1, 1); glVertex3f(SKYBOXSIZE, -SKYBOXSIZE, -SKYBOXSIZE);  //C 
       glTexCoord2f(1, 0); glVertex3f(SKYBOXSIZE, SKYBOXSIZE, -SKYBOXSIZE);  //D 
      glEnd(); 

      glBindTexture(GL_TEXTURE_2D, skyLeft); 
      //LEFT 
      glBegin(GL_QUADS); 
       glTexCoord2f(1, 1); glVertex3f(SKYBOXSIZE, SKYBOXSIZE, -SKYBOXSIZE);  //D 
       glTexCoord2f(0, 1); glVertex3f(SKYBOXSIZE, -SKYBOXSIZE, -SKYBOXSIZE);  //C 
       glTexCoord2f(0, 0); glVertex3f(SKYBOXSIZE, -SKYBOXSIZE, SKYBOXSIZE);  //E 
       glTexCoord2f(1, 0); glVertex3f(SKYBOXSIZE, SKYBOXSIZE, SKYBOXSIZE);  //F 
      glEnd(); 

等等,等等

编辑:

的init()的代码如下所示:

void init() 
{ 
glewInit() 

    GLuint skyFront = ImageLoader::createJPG("../TestModels/front.jpg"); //load the texture, damnit 

glClearColor(0.0,0.0,0.0,0.0);      

glShadeModel(GL_SMOOTH); 

//light position and colour 
GLfloat light_position[] = { 0.0, 0.0, 20.0,0.0 }; 
GLfloat white_light[] = {0.8,0.8,0.8,0.0}; 
GLfloat diff_light[] = {1.0,1.0,1.0,0.0}; 
GLfloat spec_light[] = {1.0,1.0,1.0,0.0}; 
glLightfv(GL_LIGHT0, GL_AMBIENT, white_light); 
glLightfv(GL_LIGHT0, GL_DIFFUSE, diff_light); 
glLightfv(GL_LIGHT0, GL_SPECULAR, spec_light); 
glLightfv(GL_LIGHT0, GL_POSITION, light_position); 


//ambient light 
GLfloat ambient[] = {0.3,0.3,0.3}; 
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); 

//diffuse material component 
GLfloat diff[] = {0.6,0.6,0.6}; 
glMaterialfv(GL_FRONT, GL_DIFFUSE, diff); 

//specular material component 
GLfloat WhiteSpec[] = {1,1,1}; 
glMaterialfv(GL_FRONT, GL_SPECULAR, WhiteSpec); 

GLfloat shininess = 50; 
glMaterialf(GL_FRONT, GL_SHININESS, shininess); 

//ENABLE LIGHTING AND DEPTH TEST 
glEnable(GL_LIGHTING); 
glEnable(GL_LIGHT0); 




glEnable(GL_DEPTH_TEST); 

cout << " loading model " << endl; 
if(objLoader.loadModel("../TestModels/hummer.obj", model))//returns true if the model is loaded, puts the model in the model parameter 
{ 
    cout << " model loaded " << endl;  

    //if you want to translate the object to the origin of the screen, 
    //first calculate the centre of the object, then move all the vertices 
    //back so that the centre is on the origin. 
    model.calcCentrePoint(); 
    model.centreOnZero(); 


    model.calcVertNormalsUsingOctree(); //the method will construct the octree if it hasn't already been created. 


    //turn on VBO by setting useVBO to true in 3dmodel.cpp default constructor - only permitted on 8 series cards and higher 
    if(!model.useImmediateMode || model.useVBO) 
    { 
     model.initDrawElements(); 
    } 
    if(model.useVBO) 
    { 
     model.initVBO(); 
     model.deleteVertexFaceData(); 
    } 

} 
else 
{ 
    cout << " model failed to load " << endl; 
} 
} 

而GL命令所有的休息经历,甚至模型我加载通过罚款。 TexPerameters等在ImageLoader的,是定义..

+0

这似乎并不是实际失败的代码 - 没有init()函数。没有看到实际代码的最佳猜测是,GL上下文在init()期间可能无效。其他GL初始化是否发生在该功能中? TexParameter设置大概在ImageLoader()中,或者它可能不会以给定的形式运行。 – JasonD

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更新与init ..不知道为什么我没有摆在首位。其他GL初始化发生在函数中,是的,TexParameter设置在ImageLoader中.. –

+0

是的。是否有任何理由在init()中单独调用它们不会设置全局变量? –

回答

0

这些都是全球:

GLuint skyTop; 
GLuint skyFront; 
GLuint skyBack; 
GLuint skyBottom; 
GLuint skyLeft; 
GLuint skyRight; 

但这种设置本地:

void init() 
{ 
    glewInit() 

    GLuint skyFront = ImageLoader::createJPG("../TestModels/front.jpg"); //load the texture, damnit 

你需要不重新声明skyFront变量,并使用全局替代。

+0

谢谢!这是一个愚蠢的错误。 –

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现在它起作用了(在我的init()函数在正确的地方回调>。<)。谢谢! –