我正在用 LWJGL 创建一个游戏,我目前正在实现纹理。(3D)当我使用我的方法只加载一个纹理时,它工作正常,但如果我加载 2 个或更多纹理,只有我加载的最新纹理是活动的,我只能使用那个......
看代码你就明白了:
我加载纹理的方法:
private int[] loadRTexture(String filename) {
int[] twh = new int[3];
ByteBuffer buf = null;
int tWidth = 0;
int tHeight = 0;
try {
// Open the PNG file as an InputStream
InputStream in = new FileInputStream(filename);
// Link the PNG decoder to this stream
PNGDecoder decoder = new PNGDecoder(in);
// Get the width and height of the texture
tWidth = decoder.getWidth();
tHeight = decoder.getHeight();
twh[1] = tWidth;
twh[2] = tHeight;
// Decode the PNG file in a ByteBuffer
buf = ByteBuffer.allocateDirect(
4 * decoder.getWidth() * decoder.getHeight());
decoder.decode(buf, decoder.getWidth() * 4, Format.RGBA);
buf.flip();
in.close();
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
// Create a new texture object in memory and bind it
int texId = GL11.glGenTextures();
GL13.glActiveTexture(GL13.GL_TEXTURE0);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId);
// All RGB bytes are aligned to each other and each component is 1 byte
GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
// Create a new texture object in memory and bind it
// Upload the texture data and generate mip maps (for scaling)
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, tWidth, tHeight, 0,
GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buf);
GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D);
// Setup the ST coordinate system
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
// Setup what to do when the texture has to be scaled
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER,
GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER,
GL11.GL_LINEAR_MIPMAP_LINEAR);
twh[0] = texId;
return twh;
}
我存储生成的 int texId = GL11.glGenTextures(); 在此方法之后的数组列表中。
然后当我想渲染这就是我绑定纹理的方式:
GL11.glBegin(GL11.GL_QUADS); // Start Drawing The Cube
GL11.glBindTexture(GL11.GL_TEXTURE_2D, game.getResourceManager().getTextures().get(game.getResourceManager().getSpriteSheets().get(0).getTextureID()));
GL11.glTexCoord2f(x, y);
GL11.glVertex3f(1.0f, 1.0f, -1.0f); // Top Right Of The Quad (Top)
GL11.glTexCoord2f(x, y+celly);
GL11.glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Quad (Top)
GL11.glTexCoord2f(x+cellx, y+celly);
GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)
GL11.glTexCoord2f(x+cellx, y);
GL11.glVertex3f(1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)
这一行:
game.getResourceManager().getTextures().get(game.getResourceManager().getSpriteSheets().get(0).getTextureID())
获取生成的所需纹理int..(它得到正确的,我已经检查过。)
那么为什么会这样呢?