OpenGL纹理映射顽固地拒绝工作

jgo*_*ula 1 opengl graphics sdl d texture-mapping

我正在使用D编程语言中的SDL和OpenGL编写2D游戏.目前它只是尝试将纹理映射的四边形渲染到屏幕上.问题是,整个纹理映射部分似乎不太起作用.尽管纹理明显加载很好(被赋予非零纹理数,但不会导致glGetError返回零以外的值),但是使用glColor中的最后一个颜色集渲染四边形,完全忽略纹理.

我找到了纹理映射失败的常见原因,包括这个问题,无济于事.正在加载的图像文件是64x64,有效的2次幂大小.

请不要害怕因为这是D-it几乎完全是C风格的SDL和OpenGL调用.

SDL初始化代码:

if (SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1) == -1 ||
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0) == -1)
    throw new Exception("An OpenGL attribute could not be set!");

uint videoFlags = SDL_OPENGL | SDL_HWSURFACE | SDL_ANYFORMAT;

if (threadsPerCPU() > 1)
    videoFlags |= SDL_ASYNCBLIT;

SDL_Surface* screen = SDL_SetVideoMode(800, 600, 32, videoFlags);

if (screen == null)
    throw new Exception("SDL_SetVideoMode failed!");
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OpenGL初始化代码:

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0., 800, 600, 0., 0., 1.);
glMatrixMode(GL_MODELVIEW);

glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);

glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

glEnable(GL_TEXTURE_2D);

glClearColor(0.f, 0.f, 0.f, 0.f);
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纹理加载代码:

SDL_Surface* s = IMG_Load(toStringz("hello.png"));

if (s == null)
    throw new Exception("Image file could not be loaded!");

uint texFormat;

switch (s.format.BytesPerPixel)
{
case 4:
    texFormat = (s.format.Rmask == 0x000000ff ? GL_RGBA : GL_BGRA);
    break;
case 3:
    texFormat = (s.format.Rmask == 0x000000ff ? GL_RGB : GL_BGR);
    break;
default:
    throw new Exception("Bad pixel format!");
    break;
}

if ((s.w & (s.w - 1)) != 0)
    throw new Exception("Width must be a power of 2!");
if ((s.h & (s.h - 1)) != 0)
    throw new Exception("Height must be a power of 2!");

uint glName;

glGenTextures(1, &glName);

glBindTexture(GL_TEXTURE_2D, glName);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, s.format.BytesPerPixel, s.w, s.h, 0,
    texFormat, GL_UNSIGNED_BYTE, s.pixels);

SDL_FreeSurface(s);
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渲染代码:

glClear(GL_COLOR_BUFFER_BIT);

glBegin(GL_QUADS);
    glColor4ub(255, 255, 255, 255);
    glBindTexture(GL_TEXTURE_2D, glName);
    glTexCoord2i(0, 0); glVertex2i(0, 0);
    glTexCoord2i(1, 0); glVertex2i(64, 0);
    glTexCoord2i(1, 1); glVertex2i(64, 64);
    glTexCoord2i(0, 1); glVertex2i(0, 64);
glEnd();

SDL_GL_SwapBuffers();
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我的程序使用Derelict2,这是一个为D提供SDL和OpenGL绑定的库.

关于这里究竟出现什么问题的任何想法?

编辑:为了将来参考,这是我的问题的解决方案:

http://www.opengl.org/wiki/Common_Mistakes#Creating_a_Texture

我需要在调用之前设置几个参数,glTexImage2D否则我的纹理在技术上是不完整的.在该调用之前添加以下四行就可以了:

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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rot*_*lup 7

一个常见的错误是创建/使用不完整的纹理,请参见此处.

您的代码未显示任何调用:

glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR/*or GL_NEAREST*/);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR/*or GL_NEAREST*/);
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并且也不显示任何mipmap创建.

您的问题可能与您的纹理不完整有关.