首页 > 解决方案 > 在 OpenGL 中显示两个不同的图像

问题描述

我最近才开始研究 OpenGL。当涉及在具有两个不同纹理单元的单独对象中显示两个图像时,我需要帮助。第一个图像被渲染两次,而不是获得两个不同的图像。请问您认为可能有什么问题?

 int width, height, width1, height1;
    unsigned char* image = SOIL_load_image("res/images/image1.jpg", &width, &height, 0, SOIL_LOAD_RGBA);
    unsigned char* image1 = SOIL_load_image("res/images/image2.jpg", &width1, &height1, 0, SOIL_LOAD_RGBA);

    GLuint texture, texture1;

    //Texture0
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
    glGenerateMipmap(GL_TEXTURE_2D);
    SOIL_free_image_data(image);
    glBindTexture(GL_TEXTURE_2D, 0);

    //Texture 1

    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width1, height1, 0, GL_RGBA, GL_UNSIGNED_BYTE, image1);
    glGenerateMipmap(GL_TEXTURE_2D);
    SOIL_free_image_data(image1);
    glBindTexture(GL_TEXTURE_2D, 0);


    while (!glfwWindowShouldClose(window)) {
        glfwPollEvents();
        glViewport(0, 0, screenWidth, screenHeight);
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        shader.Use();
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture);
        glUniform1i(glGetUniformLocation(shader.Program, "texture0"), 0);
        
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glUniform1i(glGetUniformLocation(shader.Program, "texture1"), 0); // the variable is the same with that of in core.frag
        glBindVertexArray(VAO);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
        glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0);
        glBindVertexArray(0);
        glfwSwapBuffers(window);

标签: c++opengl

解决方案


您在绘制时使用了两个不同的纹理单元,但在绑定和加载 2 个纹理时使用了相同的纹理单元。glActiveTexture(GL_TEXTURE1);在绘制之前删除或glActiveTexture(GL_TEXTURE1);在第二次纹理加载之前使用


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