问题描述
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。
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_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,GL_RGB,width,height,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 = 0,0);
if (pixels) {
glCreateTextures(GL_TEXTURE_2D,1,&containerTexture);
glTextureParameteri(containerTexture,GL_REPEAT);
glTextureParameteri(containerTexture,GL_NEAREST);
glTextureParameteri(containerTexture,GL_LINEAR);
glTextureStorage2D(containerTexture,GL_RGB8,height);
glTextureSubImage2D(containerTexture,pixels);
glGenerateTextureMipmap(containerTexture);
glBindTextureUnit(0,containerTexture);
} else {
cerr << "Failed to load texture! \n";
}
stbi_image_free(pixels);
解决方法
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:
glTextureSubImage2D(containerTexture,width,height,GL_RGB,GL_UNSIGNED_BYTE,pixels);