7

我的问题与这个OpenGl 太暗的问题完全相同,但答案对我不起作用。由于表面转换为纹理,我正在尝试显示图像,结果太暗了:

原来的:

在此处输入图像描述

在openGL之后

在此处输入图像描述

左边是原图,右边是 OpenGL img。

这是我的代码:

void TexturedRect::draw(int scroll){

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glBindTexture(GL_TEXTURE_2D, _texture);

    glEnable(GL_TEXTURE_2D);
    glBegin(GL_QUADS);  //Begining the cube's drawing

    int x = this->getX();
    int y = this->getY();
    int w = this->getWidth();
    int h = this->getHeight();
    int z = this->getZ();

    /*
    (0,0) ------ (1,0)
      |            |
      |            |
    (0,1) ------ (1,1)
    */
    glTexCoord3i(0, 0, 1);glVertex3i(x + scroll,         y,      z);
    glTexCoord3i(_tv, 0, 1);glVertex3i(x + w * _tv + scroll,     y,      z);
    glTexCoord3i(_tv, _tu, 1);glVertex3i(x + w * _tv + scroll,     y + h * _tu,  z);
    glTexCoord3i(0, _tu, 1);glVertex3i(x + scroll,         y + h * _tu,  z);

    glEnd();
    glDisable(GL_TEXTURE_2D);
}

void TexturedRect::createTextureFromSurface()
{
    SDL_Surface * surface = IMG_Load(filename.toStdString().c_str());
    // get the number of channels in the SDL surface
    GLint  nbOfColors = surface->format->BytesPerPixel;
    GLenum textureFormat = 0;

    switch (nbOfColors) {
    case 1:
        textureFormat = GL_ALPHA;
        break;
    case 3:     // no alpha channel
        if (surface->format->Rmask == 0x000000ff)
            textureFormat = GL_RGB;
        else
            textureFormat = GL_BGR;
        break;
    case 4:     // contains an alpha channel
        if (surface->format->Rmask == 0x000000ff)
            textureFormat = GL_RGBA;
        else
            textureFormat = GL_BGRA;
        break;
    default:
        qDebug() << "Warning: the image is not truecolor...";
        break;
    }

    glEnable( GL_TEXTURE_2D );
    // Have OpenGL generate a texture object handle for us
    glGenTextures( 1, &_texture );

    // Bind the texture object
    glBindTexture( GL_TEXTURE_2D, _texture );


    // Edit the texture object's image data using the information SDL_Surface gives us
    glTexImage2D( GL_TEXTURE_2D, 0, nbOfColors, surface->w, surface->h, 0,
                  textureFormat, GL_UNSIGNED_BYTE, surface->pixels );

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

}
4

1 回答 1

6

您可能在代码的其他地方设置了一些状态,当您希望禁用它以绘制此四边形时,这些状态仍处于启用状态。

尝试将以下内容放在 glBindTexture(GL_TEXTURE_2D, _texture); 在您的绘图代码中(重要的是它是在绘图方法而不是 createTextureFromSurface 方法中完成的):

glDisable(GL_BLEND);
glDisable(GL_LIGHTING);
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE )
glColor3f(1.0f, 1.0f, 1.0f);

如果这可行,您可以一次将它们注释掉,以确定是哪个状态导致了您的问题。在绘制需要它的对象时,您为绘制此四边形而禁用的任何状态都需要重新启用。

于 2013-06-12T08:25:23.500 回答