-2

这是我的代码,我找不到问题隐藏在哪里。

bool setupGraphics(int w, int h) {
    printGLString("Version", GL_VERSION);
    printGLString("Vendor", GL_VENDOR);
    printGLString("Renderer", GL_RENDERER);
    printGLString("Extensions", GL_EXTENSIONS);

    glViewport(0, 0, w, h);
    checkGlError("glViewport");

    glEnable(GL_DEPTH_TEST);

    LOGI("setupGraphics(%d, %d)", w, h);
    gProgram = createProgram(gVertexShader, gFragmentShader);
    if (!gProgram) {
        LOGE("Could not create program.");
        return false;
    }
    gvPositionHandle = glGetAttribLocation(gProgram, "vPosition");
    checkGlError("glGetAttribLocation");

    //Init texture.
    makeCheckImage();  
    checkGlError("init texture1");
    glGenTextures(1, gTextureHandler);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexImage2D(GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage);
    glBindTexture(GL_TEXTURE_2D, gTextureHandler[0]);
    checkGlError("init texture2");

    gTextureUniformHandler = glGetUniformLocation(gProgram, "uTexture");
    gTextureCoordinateHandler = glGetAttribLocation(gProgram, "vTexCoordinate");
    checkGlError("init texture");

    return true;
}

和日志:

I/libgl2jni(30066): GL Version = OpenGL ES 2.0 build 1.8.GOOGLENEXUS.ED945322@2112805
I/libgl2jni(30066): GL Vendor = Imagination Technologies
I/libgl2jni(30066): GL Renderer = PowerVR SGX 540
I/libgl2jni(30066): GL Extensions = GL_EXT_debug_marker GL_OES_rgb8_rgba8 GL_OES_depth24 GL_OES_vertex_half_float GL_OES_texture_float GL_OES_texture_half_float GL_OES_element_index_uint GL_OES_mapbuffer GL_OES_fragment_precision_high GL_OES_compressed_ETC1_RGB8_texture GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_required_internalformat GL_OES_depth_texture GL_OES_get_program_binary GL_OES_packed_depth_stencil GL_OES_standard_derivatives GL_OES_vertex_array_object GL_OES_egl_sync GL_EXT_multi_draw_arrays GL_EXT_texture_format_BGRA8888 GL_EXT_discard_framebuffer GL_EXT_shader_texture_lod GL_IMG_shader_binary GL_IMG_texture_compression_pvrtc GL_IMG_texture_npot GL_IMG_texture_format_BGRA8888 GL_IMG_read_format GL_IMG_program_binary GL_IMG_multisampled_render_to_texture
I/libgl2jni(30066): setupGraphics(480, 800)
I/libgl2jni(30066): after init texture2() glError (invalide operation)

如果我发表评论glTexImage2D(GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage); glBindTexture(GL_TEXTURE_2D, gTextureHandler[0]);,那么一切都会好起来的。

4

2 回答 2

1

看起来您的 theglBindTexture和 theglTexImage顺序错误。glTexImage 更新当前绑定到指定目标的纹理。

先绑定纹理,再填充数据。此外,您应该在设置 min/mag 过滤器之前绑定纹理,因为这些也会修改绑定的纹理。

于 2012-12-09T00:58:02.440 回答
-1

我自己解决了这个问题。该错误是由于 中的参数不一致引起的glTexImage2D。如果我将其更改为glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage);,则错误不存在。

于 2012-12-09T04:03:44.290 回答