尝试使用在 textureUnit1 中分配的纹理加载 OSG 模型

Trying to load an OSG model with textures allocated in textureUnit1

我想在两个约束下渲染带有纹理的 Openscenegraph 模型:

1) 使用着色器 (opengles20) 2) 将纹理上传到 GPU 上的 textureUnit1(不是默认的 textureUnit0)

我认为我做得对,但我仍然得到非纹理模型(只有网格)。

这是着色器(注意我使用 gl_MultiTexCoord1):

static const char gVertexShader1[] = {
    "varying vec2 texCoords;\n"
    "void main()\n"
    "{\n"
    "   texCoords = gl_MultiTexCoord1.st;\n"
    "   gl_Position = ftransform();\n"
    "}\n"
};

static const char gFragmentShader1[] = {
    "varying vec2 texCoords;\n"
    "uniform sampler2D tex;\n"
    "void main()\n"
    "{\n"
    "   gl_FragColor = texture2D(tex, texCoords);\n"
    "}\n"
};

加载的osg模型在所有纹理图片中也指定了纹理单元1,例如:

  textureUnit 1 {
    GL_TEXTURE_2D ON
    Texture2D {
      UniqueID Texture2D_1
      file "/storage/sdcard0/osg/textures/p51d-jw-05.png"
      wrap_s REPEAT
      wrap_t REPEAT
      wrap_r CLAMP
      min_filter LINEAR_MIPMAP_LINEAR
      mag_filter LINEAR
      maxAnisotropy 1
      borderColor 0 0 0 0
      borderWidth 0
      useHardwareMipMapGeneration TRUE
      unRefImageDataAfterApply TRUE
      internalFormatMode USE_IMAGE_DATA_FORMAT
      resizeNonPowerOfTwo TRUE
    }

最后是 C++ 代码:

        //Load model
        osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFile(newModel.filename);

        //Assign program
        osg::ref_ptr<osg::StateSet> ss = loadedModel->getOrCreateStateSet();
        osg::Shader * vshader = new osg::Shader(osg::Shader::VERTEX, gVertexShader1 );
        osg::Shader * fshader = new osg::Shader(osg::Shader::FRAGMENT, gFragmentShader1 );
        osg::Program * prog = new osg::Program;
        prog->addShader ( vshader );
        prog->addShader ( fshader );
        ss->setAttributeAndModes(prog);

        //Uniforms
        osg::ref_ptr<osg::Texture2D> bodyTexture = new osg::Texture2D;
        bodyTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
        bodyTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
        bodyTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
        bodyTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
        ss->setTextureAttributeAndModes(1, bodyTexture.get());
        ss->addUniform(new osg::Uniform("tex", 1));

有什么想法吗?

谢谢,

JM

您将纹理设置为 tex 单元 1 的方式是正确的,您确定您正在加载的模型在索引 1 处也包含纹理坐标吗?

只要确保有这样的 tex 坐标,否则尝试重新使用不同的 tex 坐标索引,如 gl_MultiTexCoord0