当我使用 绑定我的图像时glTexImage2D
,它渲染得很好。
首先,片段着色器中的代码:
uniform sampler2D tex;
in vec2 tex_coord;
// main:
fragment_out = mix(
texture(tex, tex_coord),
vec4(tex_coord.x, tex_coord.y, 0.0, 1.0),
0.5
);
使用此代码,它绘制图像:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height,
0, GL_RGBA, GL_UNSIGNED_BYTE, image);
但如果我通过 glTexSubImage2D 绑定它,纹理将被绘制为黑色。
glTexStorage2D(GL_TEXTURE_2D,
1,
GL_RGBA,
width, height);
glTexSubImage2D(GL_TEXTURE_2D,
0,
0, 0,
width, height,
GL_RGBA,
GL_UNSIGNED_BYTE,
image);
当我GL_RGBA
用GL_RGBA8
或替换GL_RGBA16
第二个代码时,渲染会失真。
这是整个纹理加载和绑定代码:
GLuint texture;
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
int width, height;
unsigned char *image = SOIL_load_image(Resource::getPath("Images/2hehwdv.jpg").c_str(), &width, &height, 0, SOIL_LOAD_RGBA);
std::cout << SOIL_last_result() << std::endl;
std::cout << width << "x" << height << std::endl;
glTexStorage2D(GL_TEXTURE_2D,
1,
GL_RGBA,
width, height);
glTexSubImage2D(GL_TEXTURE_2D,
0,
0, 0,
width, height,
GL_RGBA,
GL_UNSIGNED_BYTE,
image);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
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_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
有人可以向我解释这种行为吗?