纹理在opengl中显示为白色

arm*_*git 3 c++ opengl sdl-opengl

我无法加载BMP texture并在立方体的面上显示它.
我正在研究.Windows 7我的编译器是Visual Studio 2010 Express.I FreeImage用来加载bmp.My图像位深度是24.我的图像大小是256*256.I我SDL用来创建窗口并处理事件.
当我编译并运行程序时,我的立方体仍然是白色的,它的脸上没有显示任何东西.我正在将纹理加载到GLuint变量中.当我打印该变量时,它只打印"1".我的一个朋友告诉我,我的显卡与这个版本的版本不兼容OpenGL.因此,我Ubuntu在虚拟机上编译并运行程序,它工作正常.立方体已成功纹理化.你可以帮我运行它我的Windows呀?
如果你需要我的显卡是NVIDIA GT240 DDR5.

编辑

这是我的initgl函数:

//OpenGL initialization.
int initGL(void)
{
    glEnable(GL_TEXTURE_2D); //Enable texture mapping.
    if(!loadGLTextures("bmp_24.bmp"))
        return false;

    glShadeModel(GL_SMOOTH);
    glClearColor(0.0f , 0.0f , 0.0f , 0.5f);
    glClearDepth(1.0f);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);
    //Nice perspective.
    glHint(GL_PERSPECTIVE_CORRECTION_HINT , GL_NICEST);
    return true;
}
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这是加载图像的函数.GLuint纹理[1]之前已定义:

//This function will load a bitmap image.
bool loadGLTextures(const char* file)
{
    FREE_IMAGE_FORMAT fif = FIF_UNKNOWN;

    fif = FreeImage_GetFileType(file , 0);
    if(fif == FIF_UNKNOWN)
        fif = FreeImage_GetFIFFromFilename(file);
    if(fif == FIF_UNKNOWN)
        return false;

    FIBITMAP* dib = FreeImage_Load(fif , file);

    if(!dib)
        return false;

    //Create the texture.
    glGenTextures(1 , &texture[0]);

    //Typical texture generation using data from the bitmap.
    glBindTexture(GL_TEXTURE_2D , texture[0]);

    //Generate the texture.
    glTexImage2D(GL_TEXTURE_2D , 0 , GL_RGB , FreeImage_GetWidth(dib) , 
        FreeImage_GetHeight(dib) , 0 , GL_BGR_EXT , GL_UNSIGNED_BYTE , 
        FreeImage_GetBits(dib));



    //Linear filtering.
    glTexParameteri(GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR);

    printf("%d" , texture[0]);

    FreeImage_Unload(dib);

    return true;

}
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这是我的渲染功能:

//All of the drawing goes through this.
int drawGLScene(void)
{
    static float xrot = 0 , yrot = 0 , zrot = 0;
    //Clear screen and depth buffer.
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();

    glTranslatef(0.0f , 0.0f , -5.0f);
    glRotatef(xrot , 1.0f , 0.0f , 0.0f);
    glRotatef(yrot , 0.0f , 1.0f , 0.0f);
    glRotatef(zrot , 0.0f , 0.0f  ,1.0f);

    //Select the texture.
    glBindTexture(GL_TEXTURE_2D , texture[0]);

    glBegin(GL_QUADS);
    //Front:
    //Bottom left of the texture and quad.
    glTexCoord2f(0.0f , 0.0f); glVertex3f(-1.0f , -1.0f , 1.0f);
    //Bottom right fo the texture and quad.
    glTexCoord2f(1.0f , 0.0f); glVertex3f(1.0f , -1.0f , 1.0f);
    //Top right of the texture and quad.
    glTexCoord2f(1.0f , 1.0f); glVertex3f(1.0f , 1.0f , 1.0f);
    //Top left of the texture and quad.
    glTexCoord2f(0.0f , 1.0f); glVertex3f(-1.0f , 1.0f , 1.0f);

    //Back:
    //Bottom left of the texture and quad.
    glTexCoord2f(0.0f , 0.0f); glVertex3f(1.0f , -1.0f , -1.0f);
    //Bottom right of the texture and quad.
    glTexCoord2f(1.0f , 0.0f); glVertex3f(-1.0f , -1.0f , -1.0f);
    //Top right of the texture and the quad.
    glTexCoord2f(1.0f , 1.0f); glVertex3f(-1.0f , 1.0f , -1.0f);
    //Top left of the texture and the quad.
    glTexCoord2f(0.0f , 1.0f); glVertex3f(1.0f , 1.0f , -1.0f);

    //Top:
    //Top right of the texture and quad.
    glTexCoord2f(1.0f , 1.0f); glVertex3f(1.0f , 1.0f , -1.0f);
    //Top left of the texture and quad.
    glTexCoord2f(0.0f , 1.0f); glVertex3f(-1.0f , 1.0f , -1.0f);
    //Bottom left of the texture and quad.
    glTexCoord2f(0.0f , 0.0f); glVertex3f(-1.0f , 1.0f , 1.0f);
    //Bottom right of the texture and quad.
    glTexCoord2f(0.0f , 1.0f); glVertex3f(1.0f , 1.0f , 1.0f);

    //Bottom:
    //Top left of the texture and quad.
    glTexCoord2f(0.0f , 1.0f); glVertex3f(-1.0f , -1.0f , 1.0f);
    //Bottom left of the texture and quad.
    glTexCoord2f(0.0f , 0.0f); glVertex3f(-1.0f , -1.0f , -1.0f);
    //Bottom right of the texture and quad.
    glTexCoord2f(1.0f , 0.0f); glVertex3f(1.0f , -1.0f , -1.0f);
    //Top right of the texture and quad.
    glTexCoord2f(1.0f , 1.0f); glVertex3f(1.0f , -1.0f , 1.0f);

    //Right:
    //Bottom right of the texture and quad.
    glTexCoord2f(1.0f , 0.0f); glVertex3f(1.0f , -1.0f , -1.0f);
    //Top right of the texture and quad.
    glTexCoord2f(1.0f , 1.0f); glVertex3f(1.0f , 1.0f , -1.0f);
    //Top left of the texture and quad.
    glTexCoord2f(0.0f , 1.0f); glVertex3f(1.0f , 1.0f , 1.0f);
    //Bottom left of the texture and quad.
    glTexCoord2f(0.0f , 0.0f); glVertex3f(1.0f , -1.0f , 1.0f);

    //Left:
    //Bottom left of the texture and quad.
    glTexCoord2f(0.0f , 0.0f); glVertex3f(-1.0f , -1.0f , -1.0f);
    //Bottom right of the texture and quad.
    glTexCoord2f(1.0f , 0.0f); glVertex3f(-1.0f , -1.0f , 1.0f);
    //Top right of the texture and quad.
    glTexCoord2f(1.0f , 1.0f); glVertex3f(-1.0f , 1.0f , 1.0f);
    //Top left of the texture and quad.
    glTexCoord2f(0.0f , 1.0f); glVertex3f(-1.0f , 1.0f , -1.0f);
    glEnd();

    SDL_GL_SwapBuffers();

    xrot += 0.1;
    yrot += 0.1;
    zrot += 0.1;

    return true;

}
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dat*_*olf 5

您的代码中可能存在许多可能出错的问题.

我的怀疑是,你initGL()过早地打电话,即没有上下文可用.你没有显示有问题的代码,所以我只能对此做出猜测.

启用纹理单元对于仅绘制非常重要.您可以上传纹理数据,纹理单元被禁用就好了.我强烈建议你把它放在glEnable(GL_TEXTURE_2D);你的四维绘图代码之前,而不是其他地方(实际上你应该只将glEnable和glDisable调用到绘图代码中,原因有几个).

加载纹理您无法执行多项健全性检查.此外,您忘记正确设置像素存储参数,但这会使您的纹理看起来扭曲.另外,从加载函数返回纹理ID而不是布尔值并将ID放入全局变量是有意义的.Texuture ID 0是保留的,因此您可以使用它来指示错误.

您可以设置过滤器模式,因此这不是未定义mipmap级别的问题.