【发布时间】:2010-03-26 18:46:16
【问题描述】:
我正在尝试使用 3 个 FBO 将场景渲染到纹理并显示带纹理的四边形来实现一个简单的程序。在投影到纹理四边形之前,我之前使用片段着色器成功完成了这项工作,但没有着色器就无法让它工作。有什么问题吗?
首先我设置我的纹理
glGenTextures(3, renderTextureID);
for (GLint i = 0; i < 3; i++)
{
glBindTexture(GL_TEXTURE_2D, renderTextureID[i]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// this may change with window size changes
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, fboWidth, fboHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
}
接下来是一些帧缓冲状态
glGenFramebuffersEXT(3, framebufferID);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[0]);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[0], 0);
GLenum fboStatus = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if(fboStatus != GL_FRAMEBUFFER_COMPLETE_EXT)
{
fprintf(stderr, "FBO Error!");
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[1]);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[1], 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[2]);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[2], 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
然后我渲染场景
glViewport(0, 0, fboWidth, fboHeight);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[0]);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawModels();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
ADDED: glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, renderTextureID[0]);
glEnable(GL_SCISSOR_TEST);
glViewport(windowWidth/2, 0, fboWidth, fboHeight);
glScissor(windowWidth/2, 0, fboWidth, fboHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBegin(GL_QUADS);
glTexCoord2i(0, 0);
glVertex2f(-1.0f, -1.0f);
glTexCoord2i(1, 0);
glVertex2f(1.0f, -1.0f);
glTexCoord2i(1, 1);
glVertex2f(1.0f, 1.0f);
glTexCoord2i(0, 1);
glVertex2f(-1.0f, 1.0f);
glEnd();
glDisable(GL_SCISSOR_TEST);
ADDED: glDisable(GL_TEXTURE_2D);
glutSwapBuffers();
结果是一个黄色方块。如果不使用 FBO,绘制模型会绘制黄色线框立方体,所以问题不在于。我读过之前的一篇类似文章,其中谈到了在生成和绑定纹理后使用 glTexParameterf,但我已经这样做了。
谢谢...
【问题讨论】:
标签: opengl