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我有一个纹理的天体。当附加图像时呈现白色,但在给出颜色时呈现正确。我有理由认为纹理被覆盖,因此一些技巧会很棒。它以前工作正常,适当地显示纹理。纹理显示为白色
编辑:如果我将纹理直接打印到fbo,它确实显示纹理。但是,当我将它映射到球体时,它会显示为白色。给球体一个颜色,并用颜色正确显示。另外为了记录,白色不是清晰的颜色。我使用的图像非常大(3000x1000〜)。
ADD:在任何地方都没有错误。
更改:
glActiveTextureARB(GL_TEXTURE6_ARB);
glCallList(SkySphere.getDisplayList());
到:
glActiveTextureARB(GL_TEXTURE0_ARB);
glCallList(SkySphere.getDisplayList());
显示适当的图像一次,第一循环中,然后,再次白色。
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboId);
glViewport(0,0,screenWidth,screenHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.0f, ((float)screenWidth/(float)screenHeight),0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT,
GL_NICEST);
glDisable(GL_DEPTH_TEST);
glClearColor(1.0f,1.0f,0.0f,1.0f);
glClear (GL_COLOR_BUFFER_BIT);
glLoadIdentity();
camera.look();
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glActiveTextureARB(GL_TEXTURE6_ARB);
glCallList(SkySphere.getDisplayList());
glDisable(GL_TEXTURE_2D);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
这是skysphere代码:
public static int loadTexture(String filename) {
ByteBuffer buf = null;
int tWidth = 0;
int tHeight = 0;
.. load png into buffer..
// Create a new texture object in memory and bind it
textureId = GL11.glGenTextures();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureId);
// All RGB bytes are aligned to each other and each component is 1 byte
GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
// Upload the texture data and generate mip maps (for scaling)
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, tWidth, tHeight, 0,
GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buf);
// Setup what to do when the texture has to be scaled
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER,
GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER,
GL11.GL_LINEAR);
return textureId;
}
public static int getDisplayList() {
return displayList;
}
public static int makeSphere() {
Sphere s = new Sphere(); // an LWJGL class for drawing sphere
s.setOrientation(GLU.GLU_INSIDE); // normals point inwards
s.setTextureFlag(true); // generate texture coords
displayList = GL11.glGenLists(1);
GL11.glNewList(displayList, GL11.GL_COMPILE);
{
GL11.glPushMatrix();
{
GL11.glBindTexture(GL11.GL_TEXTURE_2D, getTextureId());
//GL11.glTranslatef(0,0,0);
GL11.glRotatef(90f, 1,0,0); // rotate the sphere to align the axis vertically
s.draw(1, 48, 48); // run GL commands to draw sphere
}
GL11.glPopMatrix();
}
GL11.glEndList();
return displayList;
}
在initGL:
SkySphere.createShader();
SkySphere.loadTexture("textures/panorama2.png");
SkySphere.makeSphere();
而且我在做我的大部分工作在缓存:
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, modelsFboId);
而且有一次将深度复制到纹理:
glActiveTextureARB(GL_TEXTURE3_ARB);
glBindTexture(GL_TEXTURE_2D, modelsDepthTextureId);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, screenWidth, screenHeight);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
如果您未定义纹理坐标,则可能发生这种情况。白色可能是像素0,0处的白色云。你知道你正在使用旧的OpenGL函数吗? – 2012-08-14 15:19:25
LWJGL使用s.setTextureFlag(true)自动创建纹理坐标;正如我所说的那样,它曾经很好地工作,所以纹理坐标不会成为问题。 – RobotRock 2012-08-14 15:21:58