【发布时间】:2013-02-17 18:43:44
【问题描述】:
到目前为止,我使用了已弃用的即时模式渲染,并尝试先切换到 VAO,然后再切换到 VBO。二维四边形通常使用 VAO 渲染,但是当我尝试附加纹理时,它仍然是黑色的。如果有人可以查看我的代码并指出我错的部分,我将不胜感激。
public class CSpriteVAO {
/*VAO*/
private FloatBuffer vertices;
private ShortBuffer indices;
private FloatBuffer textures;
private int VAOVertices;
private int VAOIndices;
private int VAOTextures;
/*SPRITE*/
private String mTexture;
private CPoint mPosition;
private CPoint mDimension;
private CPreferences mPreferences;
public CSpriteVAO(GL2 gl, CPreferences preferences, String spriteID, CRectangle dimensions){
mPreferences = preferences;
mTexture = spriteID;
mDimension = new CPoint(dimensions.width, dimensions.height);
mPosition = new CPoint(dimensions.x, dimensions.y);
CCreateVAO(gl);
}
public void onDraw(GL2 gl){
gl.glLoadIdentity();
CBindTexture(gl);
CDraw(gl);
}
private void CDraw(GL2 gl){
//gl.glCullFace(GL2.GL_CW);
gl.glTranslatef(mPosition.x, mPosition.y, 0);
gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL2.GL_TEXTURE_COORD_ARRAY);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, VAOVertices);
gl.glVertexPointer(3, GL2.GL_FLOAT, 0, 0);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, VAOTextures);
gl.glTexCoordPointer(2, GL2.GL_FLOAT, 0, VAOTextures);
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, VAOIndices);
gl.glDrawElements(GL2.GL_TRIANGLES, indices.capacity(), GL2.GL_UNSIGNED_SHORT, 0);
gl.glDisableClientState(GL2.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL2.GL_VERTEX_ARRAY);
}
private void CCreateVAO(GL2 gl){
//float[] textureArray = {0f, 1f, 1f, 1f, 1f, 0f, 0f, 0f};
float[] textureArray = {0f, 0f, 1f, 0f, 1f, 1f, 0f, 1f};
textures = Buffers.newDirectFloatBuffer(textureArray.length);
textures.put(textureArray);
textures.flip();
float[] vertexArray = {0, mDimension.y, 0,
mDimension.x, mDimension.y, 0,
mDimension.x, 0, 0,
0, 0, 0};
vertices = Buffers.newDirectFloatBuffer(vertexArray.length);
vertices.put(vertexArray);
vertices.flip();
short[] indexArray = {0, 1, 2, 0, 2, 3};
indices = Buffers.newDirectShortBuffer(indexArray.length);
indices.put(indexArray);
indices.flip();
int[] temp = new int[3];
gl.glGenBuffers(3, temp, 0);
VAOTextures = temp[0];
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, VAOTextures);
gl.glBufferData(GL2.GL_ELEMENT_ARRAY_BUFFER, textures.capacity() * Buffers.SIZEOF_FLOAT, textures, GL2.GL_STATIC_DRAW);
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, 0);
VAOVertices = temp[1];
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, VAOVertices);
gl.glBufferData(GL2.GL_ARRAY_BUFFER, vertices.capacity() * Buffers.SIZEOF_FLOAT, vertices, GL2.GL_STATIC_DRAW);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
VAOIndices = temp[2];
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, VAOIndices);
gl.glBufferData(GL2.GL_ELEMENT_ARRAY_BUFFER, indices.capacity() * Buffers.SIZEOF_SHORT, indices, GL2.GL_STATIC_DRAW);
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, 0);
}
protected void CBindTexture(GL2 gl){
if (mTexture != CUtils.CurrentTexture){
if (mTexture != null){
CAssets.CWGGetTexture(mTexture).enable(gl);
CAssets.CWGGetTexture(mTexture).bind(gl);
}
CUtils.CurrentTexture = mTexture;
}
}
}
记录在案:我的 vcard 报告具有(显然)支持 VAO 的 OpenGL 4.3.0。使用纹理立即渲染效果很好。
我非常感谢任何形式的帮助。非常感谢。
【问题讨论】:
-
你的纹理有黑色区域吗?尝试白色纹理。如果它变成白色,那么你的 texcoords 是错误的或其他东西。你也选颜色了吗?就像 glColor() 我的意思是......我不知道 jogl。
-
谢谢你的回答,原来我的texcoords不好。有了纹理,它现在是白色的。如果您将回复作为答案发布,我可以批准。
标签: java opengl textures jogl vertex-array