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c++ - OpenGL 纹理 glTexCoord2d 未绘制

转载 作者:太空宇宙 更新时间:2023-11-04 08:00:33 25 4
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我在渲染 opengl 纹理时遇到问题。

我正在尝试从 png 图像加载纹理我使用的解析器来自这里 https://github.com/DavidEGrayson/ahrs-visualizer/blob/master/png_texture.cpp

char str[]="bottom2.png";
GLuint image = png_texture_load(str, NULL, NULL);

并且正在返回一个 GLuint 61964157,所以似乎可以正常工作。

所以,我的程序有一个方法,它遍历 obj 并根据类型将顶点放入数组中,并获得数组大小的计数器

struct Vertice vertArrV[5000];
struct Vertice vertArrF[5000];
struct Vertice vertArrVT[5000];
struct Vertice vertArrVN[5000];

然后在我的显示方法中调用所有 opengl 初始化器,类似于同样的 repo 如何初始化东西 https://github.com/DavidEGrayson/ahrs-visualizer/blob/master/ahrs-visualizer.cpp#L339

然后在我的display方法中,glutDisplayFunc调用的是谁

    void display() {  // Display function will draw the image.

glewInit();

glClearColor( 0, 0, 0, 1 ); // (In fact, this is the default.)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear buffers
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glClear( GL_COLOR_BUFFER_BIT );
glBegin(GL_TRIANGLES);

int i=1;
char str[]="knight.png";
GLuint image = png_texture_load(str, NULL, NULL);

if (image == 0 )
{
printf("\n error loading texture \n");
return;
}

glClearColor(1.0, 1.0, 1.0, 0.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();


for(i;i<arrayCount[2];i++){
struct Vertice face =vertArrF[i];
struct Vertice verticeLoop1 =vertArrV[face.vert1];
struct Vertice verticeNormalLoop1 =vertArrVN[face.vertn1];
struct Vertice verticeTextureLoop1 =vertArrVT[face.vertt1];
struct Vertice verticeLoop2 =vertArrV[face.vert2];
struct Vertice verticeNormalLoop2 =vertArrVN[face.vertn2];
struct Vertice verticeTextureLoop2 =vertArrVT[face.vertt2];
struct Vertice verticeLoop3 =vertArrV[face.vert3];
struct Vertice verticeNormalLoop3 =vertArrVN[face.vertn3];
struct Vertice verticeTextureLoop3 =vertArrVT[face.vertt3];


glEnable(GL_TEXTURE_2D);
glBegin(GL_TRIANGLES);
glNormal3d( verticeNormalLoop1.x,verticeNormalLoop1.y,verticeNormalLoop1.z);
glTexCoord2d(verticeTextureLoop1.x, verticeTextureLoop1.y);
glVertex3d( verticeLoop1.x,verticeLoop1.y,verticeLoop1.z);


glNormal3d( verticeNormalLoop2.x,verticeNormalLoop2.y,verticeNormalLoop2.z);
glTexCoord2d(verticeTextureLoop2.x, verticeTextureLoop2.y);
glVertex3d( verticeLoop2.x,verticeLoop2.y,verticeLoop2.z);

glNormal3d( verticeNormalLoop3.x,verticeNormalLoop3.y,verticeNormalLoop3.z);
glTexCoord2d(verticeTextureLoop3.x, verticeTextureLoop3.y);
glVertex3d( verticeLoop3.x,verticeLoop3.y,verticeLoop3.z);
glEnd();
glDisable(GL_TEXTURE_2D);
GLenum err = glGetError();
while (err != GL_NO_ERROR) {
printf("%f %f %f\n ",verticeNormalLoop1.x,verticeNormalLoop1.y);
printf("%f %f %f\n ",verticeNormalLoop2.x,verticeNormalLoop2.y);
printf("%f %f %f\n ",verticeNormalLoop3.x,verticeNormalLoop3.y);
printf("%f %f %f\n ",verticeLoop1.x,verticeLoop1.y);
printf("%f %f %f\n ",verticeLoop2.x,verticeLoop2.y);
printf("%f %f %f\n ",verticeLoop3.x,verticeNormalLoop3.y);
printf("%f %f %f\n ",verticeTextureLoop1.x,verticeTextureLoop1.y);
printf("%f %f %f\n ",verticeTextureLoop2.x,verticeTextureLoop2.y);
printf("%f %f %f\n ",verticeTextureLoop3.x,verticeTextureLoop3.y);
printf("error ");
printf("%s\n %d \n",GetGLErrorString(err), i);
err = glGetError();
}

}

glScalef(0.02,0.02,0.02);
glRotatef(45,1,1,0);


glutSwapBuffers(); // Required to copy color buffer onto the screen.

}

同样为了调试,我在纹理顶点上放置了一个 printf,并且似乎正在为 glTexCoord2d 提供预期值

 0.863281 0.218750 0.0000000.863281 0.218750 0.0000000.863281 0.218750 0.0000000.863281 0.039062 0.0000000.863281 0.218750 0.0000000.992188 0.039062 0.0000000.730469 0.472656 0.0000000.992188 0.527344 0.0000000.875000 0.328125 0.0000000.753906 0.453125 0.0000000.875000 0.328125 0.0000000.871094 0.441406 0.0000000.863281 0.210938 0.0000000.753906 0.453125 0.0000000.753906 0.453125 0.0000000.730469 0.417969 0.0000000.730469 0.417969 0.0000000.863281 0.218750 0.0000000.863281 0.000000 0.0000000.992188 0.277344 0.0000000.992188 0.410156 0.0000000.960938 0.554688 0.0000000.871094 0.441406 0.0000000.992188 0.277344 0.0000000.992188 0.410156 0.0000000.992188 0.093750 0.0000000.992188 0.148438 0.0000000.730469 0.472656 0.0000000.871094 0.441406 0.0000000.992188 0.148438 0.0000000.992188 0.410156 0.0000000.753906 0.527344 0.0000000.753906 0.453125 0.0000000.871094 0.441406 0.0000000.753906 0.527344 0.0000000.871094 0.441406 0.0000000.992188 0.527344 0.0000000.992188 0.148438 0.0000000.960938 0.550781 0.0000000.964844 0.554688 0.0000000.164062 0.308594 0.0000000.371094 0.250000 0.0000000.382812 0.273438 0.0000000.371094 0.550781 0.0000000.218750 0.550781 0.0000000.371094 0.250000 0.0000000.382812 0.273438 0.0000000.164062 0.308594 0.0000000.960938 0.550781 0.0000000.371094 0.292969 0.0000000.382812 0.273438 0.0000000.960938 0.550781 0.0000000.960938 0.550781 0.0000000.960938 0.550781 0.0000000.960938 0.550781 0.0000000.164062 0.000000 0.0000000.175781 0.023438 0.0000000.164062 0.000000 0.0000000.175781 0.023438 0.0000000.355469 0.000000 0.0000000.355469 0.019531 0.0000000.410156 0.339844 0.0000000.175781 0.339844 0.0000000.355469 0.000000 0.0000000.355469 0.019531 0.0000000.246094 0.101562 0.0000000.246094 0.101562 0.0000000.355469 0.019531 0.0000000.378906 0.062500 0.0000000.210938 0.375000 0.0000000.382812 0.375000 0.0000000.355469 0.019531 0.0000000.378906 0.062500 0.0000000.003906 0.214844 0.0000000.003906 0.214844 0.0000000.386719 0.132812 0.0000000.378906 0.062500 0.0000000.210938 0.417969 0.0000000.386719 0.417969 0.0000000.386719 0.132812 0.0000000.378906 0.062500 0.0000000.191406 0.222656 0.0000000.191406 0.222656 0.0000000.347656 0.203125 0.0000000.386719 0.132812 0.0000000.218750 0.476562 0.0000000.378906 0.476562 0.0000000.347656 0.203125 0.0000000.386719 0.132812 0.0000000.164062 0.308594 0.0000000.164062 0.253906 0.0000000.347656 0.203125 0.0000000.371094 0.250000 0.0000000.222656 0.515625 0.0000000.375000 0.515625 0.0000000.347656 0.203125 0.0000000.371094 0.250000 0.0000000.003906 0.386719 0.0000000.371094 0.292969 0.0000000.382812 0.273438 0.0000000.003906 0.386719 0.0000000.371094 0.578125 0.0000000.218750 0.578125 0.0000000.003906 0.386719 0.0000000.003906 0.386719 0.0000000.003906 0.253906 0.0000000.003906 0.253906 0.0000000.003906 0.066406 0.0000000.003906 0.066406 0.0000000.363281 0.605469 0.0000000.226562 0.605469 0.0000000.164062 0.386719 0.0000000.320312 0.957031 0.0000000.265625 0.957031 0.0000000.226562 0.957031 0.0000000.226562 0.992188 0.0000000.410156 0.957031 0.0000000.386719 0.957031 0.0000000.386719 0.957031 0.0000000.386719 0.992188 0.0000000.363281 0.957031 0.0000000.320312 0.957031 0.0000000.960938 0.554688 0.0000000.964844 0.554688 0.0000000.960938 0.550781 0.0000000.015625 0.570312 0.0000000.082031 0.570312 0.0000000.363281 0.871094 0.0000000.328125 0.871094 0.0000000.257812 0.871094 0.0000000.328125 0.871094 0.0000000.226562 0.871094 0.0000000.226562 0.933594 0.0000000.460938 0.957031 0.0000000.437500 0.957031 0.0000000.437500 0.957031 0.0000000.437500 0.992188 0.0000000.449219 0.914062 0.0000000.386719 0.957031 0.0000000.386719 0.933594 0.0000000.410156 0.933594 0.0000000.386719 0.933594 0.0000000.074219 0.527344 0.0000000.226562 0.933594 0.0000000.226562 0.957031 0.0000000.328125 0.933594 0.0000000.257812 0.933594 0.0000000.363281 0.933594 0.0000000.328125 0.933594 0.0000000.460938 0.957031 0.0000000.480469 0.957031 0.0000000.265625 0.832031 0.0000000.265625 0.832031 0.0000000.328125 0.871094 0.0000000.449219 0.914062 0.0000000.449219 0.914062 0.0000000.015625 0.570312 0.0000000.320312 0.832031 0.0000000.156250 0.515625 0.0000000.167969 0.484375 0.0000000.210938 0.511719 0.0000000.128906 0.515625 0.0000000.960938 0.550781 0.0000000.964844 0.554688 0.0000000.109375 0.484375 0.0000000.121094 0.585938 0.0000000.128906 0.515625 0.0000000.148438 0.457031 0.0000000.148438 0.457031 0.0000000.156250 0.414062 0.0000000.156250 0.515625 0.0000000.156250 0.414062 

Result when running

OpenGL 调用堆栈

1: CGLChoosePixelFormat({kCGLPFAAllowOfflineRenderers}, 0x7fa96fd10c10, 2);
2: CGLCreateContext(0x7fa96fd10c10, 0x00000000, 0x7fa971007600);
3: glDrawBuffer(GL_FRONT);
4: glReadBuffer(GL_FRONT);
5: CGLSetParameter(0x7fa971007600, kCGLCPSwapInterval, {1});
6: CGLSetSurface(0x7fa971007600, {100, 78, 500, 522}, {0, 22, 500, 500});
7: glScissor(0, 0, 500, 500);
8: glViewport(0, 0, 500, 500);
9: CGLQueryRendererInfo(4294967295, 0x00000000, -1059176193);
10: CGLDestroyRendererInfo(0x7fa96fd46710);
11: glViewport(0, 0, 500, 500);
12: glGetString(GL_VERSION);
13: glGetString(GL_EXTENSIONS);
14: glClearColor(0, 0, 0, 1);
15: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
16: glEnable(GL_BLEND);
17: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
18: glEnable(GL_TEXTURE_2D);
19: glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
20: glClear(GL_COLOR_BUFFER_BIT);
21: glBegin(GL_TRIANGLES);
22: glGenTextures(1, 0x7fff59a00a08);
23: glBindTexture(GL_TEXTURE_2D, 152813080);
24: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, 0x10b856000);
25: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
26: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
27: glClearColor(1, 1, 1, 0);
28: glMatrixMode(GL_PROJECTION);
29: glLoadIdentity();
30: glEnable(GL_TEXTURE_2D);
31: glBegin(GL_TRIANGLES);
32: glNormal3d(0.525731, 0.850651, 0);
33: glTexCoord2d(0.730469, 0.257812);
34: glVertex3d(3.48344, -1.48562, 24.4911);
35: glNormal3d(-0.525731, 0.850651, 0);
36: glTexCoord2d(0.992188, 0.277344);
37: glVertex3d(3.73332, -1.23742, 20.78);
38: glNormal3d(0.262866, -0.951056, -0.16246);
39: glTexCoord2d(0.875, 0.328125);
40: glVertex3d(4.60787, -3.71942, 22.2232);
41: glEnd();
42: glDisable(GL_TEXTURE_2D);
43: glGetError(); returns: GL_INVALID_OPERATION
44: glGetError(); returns: GL_NO_ERROR
45: glEnable(GL_TEXTURE_2D);
46: glBegin(GL_TRIANGLES);
47: glNormal3d(0.525731, 0.850651, 0);
48: glTexCoord2d(0.730469, 0.257812);
49: glVertex3d(3.48344, -1.48562, 24.4911);
50: glNormal3d(-0.587785, 0.425325, 0.688191);
51: glTexCoord2d(0.863281, 0.039062);
52: glVertex3d(-1.76387, -0.741022, 22.2232);
53: glNormal3d(-0.525731, 0.850651, 0);
54: glTexCoord2d(0.992188, 0.277344);
55: glVertex3d(3.73332, -1.23742, 20.78);
56: glEnd();
57: glDisable(GL_TEXTURE_2D);
58: glGetError(); returns: GL_NO_ERROR
59: glEnable(GL_TEXTURE_2D);
60: glBegin(GL_TRIANGLES);
61: glNormal3d(-0.850651, -0.525731, 0);
62: glTexCoord2d(0.992188, 0.09375);
63: glVertex3d(-1.26412, -1.48562, 24.4911);
64: glNormal3d(-0.442863, -0.238856, 0.864188);
65: glTexCoord2d(0.863281, 0.09375);
66: glVertex3d(-2.38855, -4.58812, 22.0171);
67: glNormal3d(-0.587785, 0.425325, 0.688191);
68: glTexCoord2d(0.992188, 0.039062);
69: glVertex3d(-1.76387, -0.741022, 22.2232);
70: glEnd();
71: glDisable(GL_TEXTURE_2D);
72: glGetError(); returns: GL_NO_ERROR
73: glEnable(GL_TEXTURE_2D);
74: glBegin(GL_TRIANGLES);
75: glNormal3d(1, 0, 0);
76: glTexCoord2d(0.730469, 0.257812);
77: glVertex3d(3.10864, -5.70501, 24.0788);
78: glNormal3d(0.587785, 0.425325, 0.688191);
79: glTexCoord2d(0.992188, 0.277344);
80: glVertex3d(2.9837, -5.82911, 20.78);
81: glNormal3d(-0.442863, -0.238856, 0.864188);
82: glTexCoord2d(0.863281, 0.039062);
83: glVertex3d(-2.38855, -4.58812, 22.0171);
84: glEnd();
85: glDisable(GL_TEXTURE_2D);
86: glGetError(); returns: GL_NO_ERROR
87: glEnable(GL_TEXTURE_2D);
88: glBegin(GL_TRIANGLES);
89: glNormal3d(0.295242, 0, -0.955423);
90: glTexCoord2d(0.863281, 0);
91: glVertex3d(-1.63893, -4.09171, 24.4911);
92: glNormal3d(-0.850651, -0.525731, 0);
93: glTexCoord2d(0.992188, 0.09375);
94: glVertex3d(-1.26412, -1.48562, 24.4911);
95: glNormal3d(0.525731, 0.850651, 0);
96: glTexCoord2d(0.730469, 0.472656);
97: glVertex3d(3.48344, -1.48562, 24.4911);
98: glEnd();
99: glDisable(GL_TEXTURE_2D);
100: glGetError(); returns: GL_NO_ERROR

最佳答案

And is returning a GLuint 61964157, so seems to be working.

不,没有真正工作是非常可疑的。虽然正确的实现可能会想出这样一个奇怪的名字,但现实世界中没有一个实现会那样做。

OpenGL Call Stack

[...]
21: glBegin(GL_TRIANGLES);
22: glGenTextures(1, 0x7fff59a00a08);
23: glBindTexture(GL_TEXTURE_2D, 152813080);

首先,这不是调用堆栈,而只是您的应用程序执行的 OpenGL 调用序列的痕迹。

这里真正的错误是您尝试在 glBegin/glEnd block 内创建纹理,这是不允许的。结果,glGenTextures 仅生成一个 GL 错误,并使纹理名称未初始化,这导致堆栈中的某个随机值被用作纹理名称。

除了这些错误,你的代码真的很糟糕:

  1. 您正在显示函数中调用 glewInit,而它应该在创建 GL 上下文后调用一次。
  2. 您还尝试在每一帧重新加载纹理。
  3. 更糟糕的是,您甚至从未删除旧纹理,因此每次迭代都会泄漏纹理对象(和内存)。
  4. 在显示函数的末尾有一些 glRotateglScale 调用,没有用它绘制任何东西,并在下一次迭代中再次覆盖该状态。<

最糟糕的是:所有这些代码都是完全弃用的 OpenGL,它不能与 OpenGL 的现代核心配置文件一起使用。这些东西现在已经过时了 十多年,使用固定功能管道和即时模式渲染以及 Begin/End 和 GL 的矩阵堆栈并不是 2017 年的发展方向。

关于c++ - OpenGL 纹理 glTexCoord2d 未绘制,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/47086836/

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