在OpenGL 4.6中,我(尝试)创建并初始化一个实色纹理如下:
glCreateTextures(GL_TEXTURE_2D, 1, &_textureHandle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // This doesn't change the outcome
std::vector<unsigned char> data(3 * WIDTH * HEIGHT, static_cast<unsigned char>(200));
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, data.data());
然后我使用亲爱的ImGUI中的纹理,如下所示:
ImGui::Image((void*)(intptr_t) _textureHandle, ImVec2(WIDTH, HEIGHT));
然而,这只是显示一个黑色的纹理。
我还尝试了一种不同的初始化方法(但没有结果):
unsigned char* data = new unsigned char[3 * WIDTH * HEIGHT];
for (unsigned int i = 0; i < (int)(WIDTH * HEIGHT); i++) {
data[i * 3] = (unsigned char)255;
data[i * 3 + 1] = (unsigned char)50;
data[i * 3 + 2] = (unsigned char)170;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
有人知道我做错了什么吗?
发布于 2022-05-12 12:15:37
您通过OpenGL 4.5DSA创建了纹理,但没有使用DSA来设置纹理参数和图像。
您必须使用glTextureParameter
、glTextureStorage2D
和glTextureSubImage2D
,而不是glTexParameter
和glTexImage2D
。
glCreateTextures(GL_TEXTURE_2D, 1, &_textureHandle);
glTextureParameteri(_textureHandle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameteri(_textureHandle, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTextureParameteri(_textureHandle, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTextureParameteri(_textureHandle, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
std::vector<unsigned char> data(3 * WIDTH * HEIGHT, static_cast<unsigned char>(200));
glTextureStorage2D(_textureHandle, 1, GL_RGB8, WIDTH, HEIGHT);
glTextureSubImage2D(_textureHandle, 0, 0, 0, WIDTH, HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, data.data());
发布于 2022-05-12 04:57:49
如果不生成mipmaps (使用glGenerateMipmap
),则必须将GL_TEXTURE_MIN_FILTER
设置为非mipmap过滤器。如果不将缩小功能更改为GL_NEAREST
或GL_LINEAR
,则纹理将是"Mipmap不完全“。
Eiter生成mipmap:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, data.data());
glGenerateMipmap(GL_TEXTURE_2D);
或者使用GL_LINEAR
作为小型化函数:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP);
https://stackoverflow.com/questions/72207931
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