OpenGL 纹理 DSA 不显示纹理
OpenGL Texture DSA not showing texture
我正在尝试使用较新的 DSA 函数来显示纹理,但它根本不起作用。
这是使用旧方法的代码。
unsigned int containerTexture = 0;
glGenTextures(1, &containerTexture);
glBindTexture(GL_TEXTURE_2D, containerTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int width = 0, height = 0, channelCount = 0;
stbi_set_flip_vertically_on_load(true);
unsigned char* pixels = stbi_load("res/textures/container.jpg", &width, &height, &channelCount, 0);
if (pixels) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
cerr << "Failed to load texture! \n";
}
stbi_image_free(pixels);
这是 DSA 版本。
unsigned int containerTexture = 0;
int width = 0, height = 0, channelCount = 0;
stbi_set_flip_vertically_on_load(true);
unsigned char* pixels = stbi_load("res/textures/container.jpg", &width, &height, &channelCount, 0);
if (pixels) {
glCreateTextures(GL_TEXTURE_2D, 1, &containerTexture);
glTextureParameteri(containerTexture, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTextureParameteri(containerTexture, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTextureParameteri(containerTexture, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTextureParameteri(containerTexture, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTextureStorage2D(containerTexture, 1, GL_RGB8, width, height);
glTextureSubImage2D(containerTexture, 1, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
glGenerateTextureMipmap(containerTexture);
glBindTextureUnit(0, containerTexture);
} else {
cerr << "Failed to load texture! \n";
}
stbi_image_free(pixels);
glTextureSubImage2D
的第二个参数是要设置的level
。 Mipmap 级别是从零开始的,因此基本级别是 0
而不是 1
,如您的代码所示:
glTextureSubImage2D(containerTexture, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
我正在尝试使用较新的 DSA 函数来显示纹理,但它根本不起作用。
这是使用旧方法的代码。
unsigned int containerTexture = 0;
glGenTextures(1, &containerTexture);
glBindTexture(GL_TEXTURE_2D, containerTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int width = 0, height = 0, channelCount = 0;
stbi_set_flip_vertically_on_load(true);
unsigned char* pixels = stbi_load("res/textures/container.jpg", &width, &height, &channelCount, 0);
if (pixels) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
cerr << "Failed to load texture! \n";
}
stbi_image_free(pixels);
这是 DSA 版本。
unsigned int containerTexture = 0;
int width = 0, height = 0, channelCount = 0;
stbi_set_flip_vertically_on_load(true);
unsigned char* pixels = stbi_load("res/textures/container.jpg", &width, &height, &channelCount, 0);
if (pixels) {
glCreateTextures(GL_TEXTURE_2D, 1, &containerTexture);
glTextureParameteri(containerTexture, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTextureParameteri(containerTexture, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTextureParameteri(containerTexture, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTextureParameteri(containerTexture, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTextureStorage2D(containerTexture, 1, GL_RGB8, width, height);
glTextureSubImage2D(containerTexture, 1, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
glGenerateTextureMipmap(containerTexture);
glBindTextureUnit(0, containerTexture);
} else {
cerr << "Failed to load texture! \n";
}
stbi_image_free(pixels);
glTextureSubImage2D
的第二个参数是要设置的level
。 Mipmap 级别是从零开始的,因此基本级别是 0
而不是 1
,如您的代码所示:
glTextureSubImage2D(containerTexture, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels);