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从OpenGL中的纹理采样是黑色的

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按照http://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_06上的教程,我正在尝试使用图形

问题:当我尝试纹理我的立方体时,我的样本是黑色的 .

截图:http://puu.sh/2JP1H.jpg(注意:我设置blue = uv.x来测试我的UV)

我查看了线程OpenGL textures appear just blackTexture is all black,但似乎它们有不同的问题 .

首先,我使用SOIL图像加载库加载我的纹理:

int w, h;
unsigned char* img = SOIL_load_image("resources/images/4x4window.jpg",&w,&h,0,0);
ErrorIf(!img, "%s", SOIL_last_result());
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE, texture_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,w,h,0,GL_RGB,GL_UNSIGNED_BYTE,img);

我的渲染函数,我将纹理传递给着色器程序:

void onDisplay()
{
  glClearColor(1.0, 1.0, 1.0, 1.0);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  glUseProgram(program);

  glActiveTexture(GL_TEXTURE0);
  glBindTexture(GL_TEXTURE_2D, texture_id);
  glUniform1i(uniform_myTexture, /*GL_TEXTURE*/0);

  glEnableVertexAttribArray(attribute_coord3d); // open shader var
  glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_verts); // put stuff in buffer
  glVertexAttribPointer(attribute_coord3d, 3, GL_FLOAT, GL_FALSE, 0, 0); //send

  glEnableVertexAttribArray(attribute_texcoord);
  glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_texcoords);
  glVertexAttribPointer(attribute_texcoord, 2, GL_FLOAT, GL_FALSE, 0, 0);

  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_cube_elements);
  int size; 
  glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
  glDrawElements(GL_TRIANGLES, size / sizeof(GLushort), GL_UNSIGNED_SHORT, 0);

  glDisableVertexAttribArray(attribute_coord3d);
  glDisableVertexAttribArray(attribute_texcoord);

  glutSwapBuffers();
}

顶点着色器:

attribute vec3 coord3d;
attribute vec2 texcoord;
varying vec2 f_texcoord;
uniform mat4 mvp;

void main(void)
{
  gl_Position = mvp * vec4(coord3d, 1.0);
  f_texcoord = texcoord;
}

片段着色器:

varying vec2 f_texcoord;
uniform sampler2D mytexture;

void main(void)
{
  vec4 result = texture2D(mytexture, f_texcoord);

  result.z = f_texcoord.x;
  result.w = 1;

  gl_FragColor = result;
}

1 回答

  • 2

    纹理绑定的行是:

    glBindTexture(GL_TEXTURE, texture_id);
    

    应该是:

    glBindTexture(GL_TEXTURE_2D, texture_id);
    

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