OpenGL,渲染纹理上的异常伪影,渲染坐标?

OpenGL, unusual artifacts on rendered texture, render co-ordinates?

我正在尝试渲染一个简单的四边形以完美覆盖屏幕(一对一复制)。我用来渲染的纹理是使用帧缓冲区和 glGetTexImage 从之前的渲染中捕获的。这部分我很好。然而,当我再次加载并显示纹理时,我在渲染(左上角)中得到了一些奇怪的伪影,到目前为止我一直无法摆脱它们。

为了比较,这是目前的样子:

它应该是这样的:

这可能是由于纹理坐标、屏幕坐标引起的,但到目前为止我尝试的所有方法都失败了。我应该 change/do 有什么不同?

渲染代码如下。

void setWidthHeightRender(GLsizei width, GLsizei height) {
    if(height == 0)
        height = 1;

    glViewport(0, 0, width, height);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    //GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar
    glOrtho(0.0, width, height, 0.0, -1.0, 1.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
}
unsigned createGLTexture(unsigned width, unsigned height, const uint8_t* data) {
    // the texture we're going to render
    GLuint renderedTexture;
    glGenTextures(1, &renderedTexture);

    // bind the newly created texture
    glBindTexture(GL_TEXTURE_2D, renderedTexture);

    // give the image to opengl
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    glBindTexture(GL_TEXTURE_2D, 0);
    return renderedTexture;
}
void drawImage(unsigned glTxt, float tx, float ty, float bx, float by, float z) {
    //glEnable(GL_BLEND);
    //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, glTxt);

    glBegin(GL_TRIANGLE_FAN);
        glTexCoord2f(0, 1);
        glVertex3f(tx, ty, z);

        glTexCoord2f(0, 0);
        glVertex3f(tx, by, z);

        glTexCoord2f(1, 0);
        glVertex3f(bx, by, z);

        glTexCoord2f(1, 1);
        glVertex3f(bx, ty, z);
    glEnd();

    glDisable(GL_TEXTURE_2D);
    glDisable(GL_BLEND);
}

    //...
    wglMakeCurrent(it->second->hDC, it->second->hRC);

    //create the texture + load the texture
    unsigned glTxt = createGLTexture((right - left), (bottom - top), &bfr[0]);

    //render the texture to the correct screen positions
    setWidthHeightRender((right - left), (bottom - top));

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    drawImage(glTxt, 0.0, 0.0, (right - left), (bottom - top), 0.0f);

    //swap the buffers
    SwapBuffers(it->second->hDC);

    //unload the texture
    glDeleteTextures(1, &glTxt);
    //...

我找到了答案,原来是我从 windows 获得的 window 宽度和高度有问题。

我使用宽度和高度设置 window 大小,我也使用 glTexImage2D 获取纹理。

SetWindowPos(glWindow->hWnd, 0,
             0, 0, glWindow->width, glWindow->height,
             SWP_NOMOVE | SWP_NOZORDER);

但是这会设置 window 大小,我需要设置的是客户区大小,因为这是通过调用 glTexImage2D 收到的大小。要设置客户区大小,您应该使用:

RECT Rect;
Rect.left =     (long)glWindow->x_pos;                  // Set Left Value To x_pos
Rect.right =    (long)glWindow->x_pos+glWindow->width;      // Set Right Value To x_pos+width
Rect.top =      (long)glWindow->y_pos;                  // Set Top Value To y_pos
Rect.bottom =   (long)glWindow->y_pos+glWindow->height;     // Set Bottom Value To y_pos+height

AdjustWindowRectEx(&Rect, glWindow->dwStyle, FALSE, glWindow->dwExStyle);
SetWindowPos(glWindow->hWnd, 0,
             0, 0, Rect.right-Rect.left, Rect.bottom-Rect.top,
             SWP_NOMOVE | SWP_NOZORDER);

    //...
    //bind the texture for modification
    glBindTexture(GL_TEXTURE_2D, glWindow->renderedTexture);

    //Now correct width and height used here (and else where) matching client area.
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glWindow->width, glWindow->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    //...