我正在尝试找出模板。现在我只是用模板值绘制一些框,然后读取值。每次我用 GL_STENCIL_INDEX 调用 glReadPixels 时,我都会得到 GL_INVALID_OPERATION。这是有问题的代码:
glPixelStorei(GL_PACK_ALIGNMENT, 1);
GLfloat tempStencilVal = 3;
glGetError();
glReadPixels(10, g_window1Height-10, 1, 1, GL_STENCIL_INDEX, GL_FLOAT, &tempStencilVal);
if (glGetError() == GL_INVALID_OPERATION) {std::cout << "GL Invalid Operation\n";}
else {std::cout << "X: " << 10 << " Y: " << 10 << " S: " << tempStencilVal << "\n";}
我已经尝试了 5 种不同的数据格式、3 种不同的 glPixelStore 模式,并且检查了glReadPixels 错误列表7 次。(是的,OGL 2.1)如果我将 STENCIL_INDEX 更改为 DEPTH_COMPONENT 它工作正常。我唯一无法确认的是我是否有模板缓冲区。是否有一些我缺少的初始化或一些 glGet 来检查?
潜在相关信息:Win7 x64 SP1 | 华硕 GTX650Ti | VS2012 终极版
这是绘制框的函数的代码,以防万一:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, g_window1Width, -g_window1Height, 0, 0.0, 50.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glScaled(1.0, -1.0, -1.0);
glTranslated(0.0, 0.0, 0.5);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilOp( GL_REPLACE, GL_REPLACE, GL_REPLACE );
glColor3ub(0, 100, 250);
glStencilFunc(GL_ALWAYS, 1, 1);
glBegin(GL_QUADS);
glVertex3d(0, 0, 0);
glVertex3d(0, 50, 0);
glVertex3d(50, 50, 0);
glVertex3d(50, 0, 0);
glEnd();
glStencilFunc(GL_ALWAYS, 1, 1);
glBegin(GL_QUADS);
glVertex3d(g_window1Width-50, 0, 0);
glVertex3d(g_window1Width, 0, 0);
glVertex3d(g_window1Width, 50, 0);
glVertex3d(g_window1Width-50, 50, 0);
glEnd();
这不是 OGL 第一次无缘无故地做错事,但这打破了我编写接口的计划。