The*_*mer 6 opengl textures glsl
所以我尝试遵循文档,但是我似乎无法让纹理二维数组工作。
-(GLint)buildTextureArray:(NSArray *)arrayOfImages
{
GLImage *sample = [GLImage imageWithImageName:[arrayOfImages objectAtIndex:0] shouldFlip:NO]; //Creates a sample to examine texture width and height
int width = sample.width, height = sample.height;
GLsizei count = (GLsizei)arrayOfImages.count;
GLuint texture3D;
glGenTextures(1, &texture3D);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture3D);
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, width, height, count, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
int i = 0;
for (NSString *name in arrayOfImages) //Loops through everything in arrayOfImages
{
GLImage *image = [GLImage imageWithImageName:name shouldFlip:NO]; //My own class that loads an image
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, i, image.width, image.height, 1, GL_RGBA, GL_UNSIGNED_BYTE, image.data);
i++;
}
return texture3D;
}
//Setting Uniform elsewhere
glBindTexture(GL_TEXTURE_2D_ARRAY, textureArray);
glUniform1i(textures, 0);
//Fragment Shader
#version 150
in vec3 texCoords;
uniform sampler2DArray textures;
out vec3 color;
void main()
{
color = texture(textures, texCoords.stp, 0).rgb;
}
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我可以使用相同的纹理参数加载单个纹理,但无法使其与纹理 2D 数组一起使用。我得到的只是黑色纹理。为什么会发生这种情况?
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
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您的纹理实际上没有mipmap。所以不要再告诉 OpenGL 它确实如此。
另外,请始终为纹理设置mipmap 范围参数 (GL_TEXTURE_BASE_LAYER和GL_TEXTURE_MAX_LAYER) 。或者更好的是,使用纹理存储来分配纹理的存储,它会为您做这件事。
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