1

我正在尝试在 OpenGL 中渲染棋盘格,但我得到了不正确的输出。[棋盘] http://s9.postimg.org/g3wk1py4f/large_checkerboard.png “大棋盘”

我试图缩小问题的范围,我注意到当我尝试绘制一个 11 x 11 的网格时,我在垂直方向上只得到 10 个像素 [小棋盘] http://s12.postimg.org/olu7575jd/small_checkerboard.png “小棋盘”

质地本身还可以。我怀疑问题出在顶点坐标上。这是代码:

纹理创建:

const int size = 11;

unsigned char buffer[size * size * 4];

for (size_t i = 0; i < size; i++)
{
    for (size_t j = 0; j < size; j++)
    {
        unsigned char rgb = i % 2 == 1 || j % 2 == 1 ? 255 : 0;
        int index = (i * size + j) * 4;
        buffer[index] = rgb;
        buffer[index + 1] = rgb;
        buffer[index + 2] = rgb;
        buffer[index + 3] = 255;
    }
}

纹理参数:

glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

顶点:(屏幕尺寸为 1024 * 768,我在右上四分之一处绘制没有任何变换)

float w = size / 512.0f;
float h = size / 384.0f;

GLfloat vertices[] =
{
     0.0f,    h, 0.0f, 1.0f,
     0.0f, 0.0f, 0.0f, 0.0f,
     w,       h, 1.0f, 1.0f,
     w,    0.0f, 1.0f, 0.0f
};

int positionLocation = glGetAttribLocation(program.getId(), "a_position");
int textureLocation = glGetAttribLocation(program.getId(), "a_texCoord");

glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), vertices);

glEnableVertexAttribArray(textureLocation);
glVertexAttribPointer(textureLocation, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), vertices + 2);

glUniform1i(textureLocation, 0);

绘画:

    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

和着色器:

const char* VertexShaderCode =
    "attribute vec4 a_position; \n"
    "attribute vec2 a_texCoord; \n"
    "varying vec2 v_texCoord; \n"
    "void main() \n"
    "{ \n"
    " gl_Position = a_position; \n"
    " v_texCoord = a_texCoord; \n"
    "}";

const char* FragmentShaderCode =
    "uniform sampler2D s_texture; \n"
    "varying vec2 v_texCoord; \n"
    "void main() \n"
    "{ \n"
    " gl_FragColor = texture2D(s_texture, v_texCoord); \n"
    "}";
4

2 回答 2

1

这是一个常见问题解答。在 StackOverflow 上已经无数次(也被我)回答过。这是其中一个答案https://stackoverflow.com/a/17422950/524368

本质上,您遇到了围栏问题。

于 2013-07-27T10:38:28.903 回答
0

这是我的代码中的一个错误。与OpenGL无关。我将宽度和高度传递给 CreateWindow,而不是adjustedWidth 和adjustedHeight。(我计算考虑到边框和菜单栏)

于 2013-07-28T07:07:26.087 回答