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我正在使用 python,但 OpenGL 的完成方式几乎与任何其他语言完全相同。

问题是当我尝试通过帧缓冲区对象将纹理或线条渲染到纹理时,它被颠倒渲染,左下角太小。很奇怪。我有这些图片来演示:

看起来是这样的

www.godofgod.co.uk/my_files/Incorrect_operation.png

这就是我使用 pygame 时的样子。Pygame太慢了,我学会了。如果没有 OpenGL 的速度,我的游戏将无法运行。忽略弯曲的角落。我还没有在 OpenGL 中实现这些。我需要先解决这个问题。

www.godofgod.co.uk/my_files/Correct_operation.png

我没有使用深度。

什么可能导致这种不稳定的行为。这是代码(函数在实际代码中缩进。它确实显示正确),您可能会发现有用,

def texture_to_texture(target,surface,offset): #Target is an object of a class which contains texture data. This texture should be the target. Surface is the same but is the texture which should be drawn onto the target. offset is the offset where the surface texture will be drawn on the target texture.
#This will create the textures if not already. It will create textures from image data or block colour. Seems to work fine as direct rendering of textures to the screen works brilliantly.
if target.texture == None:
    create_texture(target)
if surface.texture == None:
    create_texture(surface)
frame_buffer =  glGenFramebuffersEXT(1)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frame_buffer)
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, target.texture, 0) #target.texture is the texture id from the object
glPushAttrib(GL_VIEWPORT_BIT)
glViewport(0,0,target.surface_size[0],target.surface_size[1])
draw_texture(surface.texture,offset,surface.surface_size,[float(c)/255.0 for c in surface.colour]) #The last part changes the 0-255 colours to 0-1 The textures when drawn appear to have the correct colour. Don't worry about that.
glPopAttrib()
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
glDeleteFramebuffersEXT(1, [int(frame_buffer)]) #Requires the sequence of the integer conversion of the ctype variable, meaning [int(frame_buffer)] is the odd required way to pass the frame buffer id to the function.

这个功能也可能有用,

def draw_texture(texture,offset,size,c):
glMatrixMode(GL_MODELVIEW)
glLoadIdentity() #Loads model matrix
glColor4fv(c)
glBegin(GL_QUADS)
glVertex2i(*offset) #Top Left
glVertex2i(offset[0],offset[1] + size[1]) #Bottom Left
glVertex2i(offset[0] + size[0],offset[1] + size[1]) #Bottom, Right
glVertex2i(offset[0] + size[0],offset[1]) #Top, Right
glEnd()
glColor4fv((1,1,1,1))
glBindTexture(GL_TEXTURE_2D, texture)
glBegin(GL_QUADS)
glTexCoord2f(0.0, 0.0)
glVertex2i(*offset) #Top Left
glTexCoord2f(0.0, 1.0)
glVertex2i(offset[0],offset[1] + size[1]) #Bottom Left
glTexCoord2f(1.0, 1.0)
glVertex2i(offset[0] + size[0],offset[1] + size[1]) #Bottom, Right
glTexCoord2f(1.0, 0.0)
glVertex2i(offset[0] + size[0],offset[1]) #Top, Right
glEnd()
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1 回答 1

2

你没有显示你的投影矩阵,所以我假设它也是身份。

  • OpenGL 帧缓冲区原点位于左下角,而不是左上角。
  • 尺寸问题更难解释。你的投影矩阵到底是什么?
  • 另外,您没有展示如何使用纹理,我不确定我们在您的“不正确”图像中看到的是什么。

一些不相​​关的评论:

  • 每帧创建一个帧缓冲区不是正确的方法。
  • 想一想,为什么要使用帧缓冲区?似乎您唯一要做的就是混合到帧缓冲区?glEnable(GL_BLEND)这样做就好了。
于 2010-01-05T08:10:01.627 回答