OpenGL纹理没有显示

sta*_*man 5 c++ opengl qt textures

我试图用opengl在Qt中显示一个纹理,但是当我运行时它只是没有显示纹理.

我做了一些研究,发现我需要将纹理的高度和宽度设为2的幂.我的纹理现在是(1024x1024).

我还添加了很多可以解决我的问题的glTexParameterf,但仍然没有运气.

void WorldView::paintGL ()
{
this->dayOfYear = (this->dayOfYear+1);
this->hourOfDay = (this->hourOfDay+1) % 24;

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glLoadIdentity();

// store current matrix
glMatrixMode( GL_MODELVIEW );
glPushMatrix( );

gluLookAt(camPosx ,camPosy ,camPosz,
    camViewx,camViewy,camViewz,
    camUpx, camUpy, camUpz );

//Draw Axes
glDisable( GL_LIGHTING );
glBegin(GL_LINES);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(10.0, 0.0, 0.0);
glColor3f(0.0, 1.0, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 10.0, 0.0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 10.0);
glEnd();

//load texture
QImage img;
if(!img.load(":/files/FloorsCheckerboardSmall.bmp"))
    printf("could not open image");

//try showing texture
glEnable( GL_LIGHTING );
glEnable( GL_COLOR_MATERIAL );
glEnable(GL_TEXTURE_2D);

unsigned int m_textureID;
glGenTextures(1, &m_textureID);
glBindTexture(GL_TEXTURE_2D,m_textureID);
glTexImage2D(GL_TEXTURE_2D,0,(GLint)img.depth(),(GLsizei)img.width(),(GLsizei)img.height(),0,GL_RGB,GL_UNSIGNED_BYTE,img.bits());
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);

glColor3d(1.0,0.0,0.0);
glBegin(GL_POLYGON);
    glTexCoord2d(0.0,5.0);
    glVertex2d(0.0,3.0);

    glTexCoord2d(0.0,0.0);
    glVertex2d(0.0,0.0);

    glTexCoord2d(5.0,0.0);
    glVertex2d(3.0,0.0);

    glTexCoord2d(5.0,5.0);
    glVertex2d(3.0,3.0);
    glEnd();
}
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编辑1:这可能是我的纹理太大了吗?

EDIT2:glBindTexture(GL_TEXTURE_2D,m_textureID); 放在glBindTexture之前而不是glColor3d之前

已解决:我的img.depth()返回了无效的internalFormat值.我用有效的interalFormat值GL_RGBA替换了这个GLint.我还将格式从GL_RGB改为GL_RGBA(参见genpfaults的答案)

glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,(GLsizei)img.width(),(GLsizei)img.height(),0,GL_RGBA,GL_UNSIGNED_BYTE,img.bits());
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gen*_*ult 2

                             vvvvvvvvvvvvvvvvvv
glTexImage2D(GL_TEXTURE_2D,0,(GLint)img.depth(),(GLsizei)img.width(),(GLsizei)img.height(),0,GL_RGB,GL_UNSIGNED_BYTE,img.bits());
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img.depth() 返回 32

那么你需要传入一个有效的internalFormat值,而不是img.depth(). 尝试GL_RGBA

您还应该设置format为,GL_RGBA因为img.bits()实际上是四分量的。