一天多来,我一直在尝试解决我的立方体纹理顶点不正确的问题,但运气不佳。纹理显示错误,而且每一面都不一样。
这是我目前的代码。我认为对于熟悉 OpenGL 的人来说这相对简单,但如果您有任何问题,请提出。
几天前我上次发布此消息时,我被否决了,没有得到答复;如果我没有给你足够的信息或做错了什么,请告诉我。
private boolean hasBeenRendered = false;
private int amountOfVertices;
private int vertexSize;
private int textureSize;
private int vboVertexHandle;
private int vboTextureHandle;
private boolean canDraw = false;
public Block(BlockType type, Location loc) {
this.type = type;
this.loc = loc;
initRendering();
}
private void initRendering() {
amountOfVertices = 24;
vertexSize = 3;
textureSize = 2;
FloatBuffer vertexData = BufferUtils.createFloatBuffer(amountOfVertices * vertexSize);
float[] vertices = {
// X Y Z R G B
// face 0:
1.0f, 1.0f, 1.0f, // vertex 0
- 1.0f, 1.0f, 1.0f, // vertex 1
- 1.0f, - 1.0f, 1.0f, // vertex 3
1.0f, - 1.0f, 1.0f, // vertex 2
// face 1:
1.0f, 1.0f, 1.0f, // vertex 0
1.0f, - 1.0f, 1.0f, // vertex 1
1.0f, - 1.0f, - 1.0f, // vertex 3
1.0f, 1.0f, - 1.0f, // vertex 2
// face 2:
1.0f, 1.0f, 1.0f, // vertex 0
1.0f, 1.0f, - 1.0f, // vertex 1
- 1.0f, 1.0f, - 1.0f, // vertex 3
- 1.0f, 1.0f, 1.0f, // vertex 2
// face 3:
1.0f, 1.0f, - 1.0f, // vertex 0
1.0f, - 1.0f, - 1.0f, // vertex 1
- 1.0f, - 1.0f, - 1.0f, // vertex 3
- 1.0f, 1.0f, - 1.0f, // vertex 2
// face 4:
- 1.0f, 1.0f, 1.0f, // vertex 0
- 1.0f, 1.0f, - 1.0f, // vertex 1
- 1.0f, - 1.0f, - 1.0f, // vertex 3
- 1.0f, - 1.0f, 1.0f, // vertex 2
// face 5:
1.0f, - 1.0f, 1.0f, // vertex 0
- 1.0f, - 1.0f, 1.0f, // vertex 1
- 1.0f, - 1.0f, - 1.0f, // vertex 3
1.0f, - 1.0f, - 1.0f, // vertex 2
// 6 faces with 4 vertices with 6 components (floats)
};
vertexData.put(vertices);
vertexData.flip();
FloatBuffer textureData = BufferUtils.createFloatBuffer(amountOfVertices * textureSize);
textureData.put(new float[] {
1, 1, 0, 1, 0, 0, 1, 0,
1, 1, 0, 1, 0, 0, 1, 0,
1, 1, 0, 1, 0, 0, 1, 0,
1, 1, 0, 1, 0, 0, 1, 0,
1, 1, 0, 1, 0, 0, 1, 0,
1, 1, 0, 1, 0, 0, 1, 0,
});
textureData.flip();
vboVertexHandle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle);
glBufferData(GL_ARRAY_BUFFER, vertexData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
vboTextureHandle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vboTextureHandle);
glBufferData(GL_ARRAY_BUFFER, textureData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
@Override
public void render() {
// if(! hasBeenRendered) {
canDraw = true;
glPushMatrix();
{
glTranslatef(loc.getX(), loc.getY(), loc.getZ());
//glRotatef(x, 1, 1, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//glBindTexture(GL_TEXTURE, type.getTexture().getTextureID());
glBindTexture(GL_TEXTURE_2D, type.getTexture().getTextureID());
glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle);
glVertexPointer(vertexSize, GL_FLOAT, 0, 0L);
glBindTexture(GL_ARRAY_BUFFER, vboTextureHandle);
glTexCoordPointer(textureSize, GL_FLOAT, 0, 0L);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawArrays(GL_QUADS, 0, amountOfVertices);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
glPopMatrix();
//hasBeenRendered = true; }
}
如果您需要更多信息,请告诉我,我一直在努力解决这个问题。我知道 GL_QUADS 已被弃用,但我真的很想让它运行。