我在 C# 中通过 OpenTK 使用 OpenGL,并尝试从通用位图中加载纹理。我的驱动程序不支持 NPOT 纹理,所以我所做的是使用 GL.TexImage2D 分配一个 POT 纹理,并通过 GL.TexSubImage2D 用我的位图填充它。但是,在绘制这些文本时我有工件。看起来,它还在纹理的底部和右侧绘制了一个额外的像素。我应该从比率中减去像素还是有其他问题?
创建代码:
GL.BindTexture(TextureTarget.Texture2D, t.Name);
GL.PixelStore(PixelStoreParameter.PackAlignment, 1);
GL.PixelStore(PixelStoreParameter.UnpackAlignment, 1);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, texture.W2, texture.H2, 0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero);
GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, texture.DataSize.Width, texture.DataSize.Height, PixelFormat.Bgra, PixelType.UnsignedByte, data);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.LinearMipmapLinear);
GL.Ext.GenerateMipmap(GenerateMipmapTarget.Texture2D);
GL.BindTexture(TextureTarget.Texture2D, 0);
绘图代码:
GL.BindTexture(TextureTarget.Texture2D, t.Name);
float x1 = 0;
float x2 = texture.WidthRatio;
float y1 = 0;
float y2 = texture.HeightRatio;
float rx1 = rect.X;
float rx2 = rect.X + rect.W;
float ry1 = rect.Y;
float ry2 = rect.Y + rect.H;
GL.Begin(BeginMode.Quads);
GL.TexCoord2(x1, y1);
GL.Vertex3(rx1, ry1, rect.Z + CGraphics.ZOffset);
GL.TexCoord2(x1, y2);
GL.Vertex3(rx1, ry2, rect.Z + CGraphics.ZOffset);
GL.TexCoord2(x2, y2);
GL.Vertex3(rx2, ry2, rect.Z + CGraphics.ZOffset);
GL.TexCoord2(x2, y1);
GL.Vertex3(rx2, ry1, rect.Z + CGraphics.ZOffset);
GL.End();
GL.Disable(EnableCap.Blend);
GL.BindTexture(TextureTarget.Texture2D, 0);
其中texture.WidhtRatio = DataSize.Width / W2;