跟进问题:
我需要为 FBO 设置不同的活动纹理吗?这可能是原因,因为我没有考虑到这一点。无论哪种方式,我的活动纹理都有问题。如果我在这一切之前将活动纹理设置为 TEXTURE_1,我会得到对象的纹理(但是错误的纹理)。
for (int side = 0; side < 2; side++) { glPushAttrib(GL_ALL_ATTRIB_BITS); glBindTexture(GL_TEXTURE_2D, 0); // Delete this line and a, wrong, texure pops up for the second iteration glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, modelsFboId[side]); glViewport(0,0,screenWidth,screenHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(SCREEN_FOV, SCREEN_RAT, NEAR, FAR); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glShadeModel(GL_SMOOTH); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(true); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearDepth(1.0f); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity (); camera.look(); drawObject(); glDisable(GL_DEPTH_TEST); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); glPopAttrib(); }
我循环了两个 fbo,它们也是在一个循环中创建的。fbo 工作正常,但是纹理不想绑定的第二次迭代。我尝试为第二次迭代切换到不同的活动纹理,我禁用了一个着色器,我也尝试设置 clientactivetexture。如果我跳过第一次迭代,则第二个循环不起作用。当我附加颜色而不是纹理时,对象会显示(它根本不显示纹理绑定)。
我试图追踪这个错误两天了,但无济于事。
此外,在这个循环之后,我有第二个循环,它是相同的,除了它使用一个显示列表,它对两个迭代都很好,这可能表明了一些事情。
for (int side = 0; side < 2; side++) {
modelsFboId[side] = glGenFramebuffersEXT();
modelsFboTextureId[side] = glGenTextures();
modelsDepthRenderBufferId[side] = glGenRenderbuffersEXT();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, modelsFboId[side]);
glBindTexture(GL_TEXTURE_2D, modelsFboTextureId[side]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, screenWidth, screenHeight, 0,GL_RGBA, GL_INT, (java.nio.ByteBuffer) null);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,GL_TEXTURE_2D, modelsFboTextureId[side], 0);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, modelsDepthRenderBufferId[side]);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, screenWidth, screenHeight);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT, modelsDepthRenderBufferId[side]);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
绘制对象():
// using bind slick, texture int doesn't change in this function nor any other
if (textureMode == 1) {
glColor3f(color.x, color.y, color.z);
} else if (textureMode == 0) {
glColor3f(1.0f, 1.0f, 1.0f);
glEnable(GL_TEXTURE_2D);
textures[texture].bind();
}
glPushMatrix();
..rotations.. all seems definitely fine here and certainly doesn't change in correspondence to the prev iteration.
.. draw actual object.. tried LWJGL sphere, a simple cube and some other LWJGL objects
glPopMatrix();
if (textureMode == 0)
glDisable(GL_TEXTURE_2D);
数组初始化..
int skyFboId[] = {-1, -1};
int skyFboTextureId[] = {-1, -1};
int modelsFboId[] = {-1, -1};
int modelsFboTextureId[] = {-1, -1};
int modelsDepthRenderBufferId[] = {-1, -1};
int listModelsFboId[] = {-1, -1};
int listModelsFboTextureId[] = {-1, -1};
int listModelsDepthRenderBufferId[] = {-1, -1};
int listModelsTextureLocation = -1;