C# SFML OpenGL 多重纹理问题

发布于 2024-11-25 08:10:40 字数 8328 浏览 5 评论 0原文

编辑:好的,这段代码仍然不允许我在程序中使用两种不同的纹理。它的行为就像它应该工作一样,但是当我告诉它使用第一个纹理时,它与第二个纹理相同,这是最后加载的纹理。

        private int[] iTextures = new int[3];

        public void main()
        {
            Initialize();
            LoadContent();

            float Time = 0.0F;

            // Start game loop
            while (App.IsOpened())
            {
                // Process events
                App.DispatchEvents();

                // Clear the window
                App.Clear();

                App.Draw(Background);

                Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT);

                // Transformations
                Time += App.GetFrameTime();
                Gl.glMatrixMode(Gl.GL_MODELVIEW);
                Gl.glLoadIdentity();
                Gl.glTranslatef(0.0F, 0.0F, -200.0F);


                Gl.glPushMatrix();

                Gl.glScalef(10.0f, 50.0f, 10.0f);
                DrawCube(50.0f, 50.0f, 50.0f, 0);

                Gl.glPopMatrix();

                //Gl.glRotatef(Time * 50, 1.0F, 0.0F, 0.0F);
                //Gl.glRotatef(Time * 30, 0.0F, 1.0F, 0.0F);
                //Gl.glRotatef(Time * 90, 0.0F, 0.0F, 1.0F);


                /*Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, -50.0F);

                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, 50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, 50.0F);

                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-50.0F, -50.0F, 50.0F);

                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(50.0F, -50.0F, -50.0F);
                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, 50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, 50.0F);

                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, -50.0F, 50.0F);

                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, 50.0F);


                Gl.glVertex3f(50.0f, 50.0f, 50.0f);
                Gl.glVertex3f(50.0f, 0.0f, 50.0f);
                Gl.glVertex3f(0.0f, 0.0f, 50.0f);
                Gl.glVertex3f(0.0f, 50.0f, 50.0f);

                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 10.0F, 50.0F);
                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, 10.0F, -50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, 10.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 10.0F, 50.0F);

                Gl.glEnd();*/



                Draw();

                // Finally, display the rendered frame on screen
                App.Display();

            }
            // Don't forget to destroy our texture
            int tex = 0;
            Gl.glDeleteTextures(1, ref tex);
        }

        public void Initialize()
        {
            // Create main window

            App.PreserveOpenGLStates(true);

            // Setup event handlers
            App.Closed += new EventHandler(OnClosed);
            App.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
            App.Resized += new EventHandler<SizeEventArgs>(OnResized);
        }

        private void LoadContent()
        {
            BackgroundImage = new Image("background.jpg");
            Background = new Sprite(BackgroundImage);

            Text = new String2D("This is a cube");
            Text.Position = new Vector2(0, 0);
            Text.Color = Color.Black;

            // Enable Z-buffer read and write
            Gl.glEnable(Gl.GL_DEPTH_TEST);
            Gl.glDepthMask(Gl.GL_TRUE);
            Gl.glClearDepth(1.0F);

            // Setup a perspective projection

            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glLoadIdentity();
            Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F); // I assume this is setting up the camera

            LoadTexture(new Image("texture.jpg"), 0);

            LoadTexture(new Image("Otexture.jpg"), 1);


        }

        private void Draw()
        {
            App.Draw(Text);
        }

        private void LoadTexture(Image Texture, int texNum)
        {

            using (Image TempImage = Texture)
            {

                Gl.glGenTextures(1, out iTextures[texNum]); // Texture name, which is a number

                Gl.glBindTexture(Gl.GL_TEXTURE_2D, iTextures[texNum]); // Start using the texture


                Console.WriteLine(texNum + "");
                // Texture options and filters and stuff
                Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR);
                Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR_MIPMAP_LINEAR);

                Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGBA, (int)TempImage.Width, (int)TempImage.Height, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, TempImage.Pixels);
                //Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA, (int)TempImage.Width, (int)TempImage.Height, 0, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, TempImage.Pixels);

            }
            Gl.glEnable(Gl.GL_TEXTURE_2D);
        }
        private void UseTexture(int iTexture)
        {


            // Bind our texture for use
            //Gl.glEnable(Gl.GL_TEXTURE_2D); // Start using the 2D texture
            Gl.glBindTexture(Gl.GL_TEXTURE_2D, iTexture); // Bind our texture for current use
            Gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); // Set color to..white, I think.
        }



        void DrawCube(float xPos, float yPos, float zPos, int texture)
        {

            Gl.glPushMatrix();

            //UseTexture(1);
            Gl.glBegin(Gl.GL_QUADS);
            UseTexture(iTextures[0]);
            //Gl.glEnable(Gl.GL_TEXTURE_2D);



            /*      This is the top face*/
            Gl.glVertex3f(0.0f, 0.0f, 0.0f);
            Gl.glVertex3f(0.0f, 0.0f, -1.0f);
            Gl.glVertex3f(-1.0f, 0.0f, -1.0f);
            Gl.glVertex3f(-1.0f, 0.0f, 0.0f);

            /*      This is the front face*/
            Gl.glTexCoord2f(0, 1); Gl.glVertex3f(0.0f, 0.0f, 0.0f);
            Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-1.0f, 0.0f, 0.0f);
            Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-1.0f, -1.0f, 0.0f);
            Gl.glTexCoord2f(1, 1); Gl.glVertex3f(0.0f, -1.0f, 0.0f);

            /*      This is the right face*/
            Gl.glVertex3f(0.0f, 0.0f, 0.0f);
            Gl.glVertex3f(0.0f, -1.0f, 0.0f);
            Gl.glVertex3f(0.0f, -1.0f, -1.0f);
            Gl.glVertex3f(0.0f, 0.0f, -1.0f);

            /*      This is the left face*/
            Gl.glVertex3f(-1.0f, 0.0f, 0.0f);
            Gl.glVertex3f(-1.0f, 0.0f, -1.0f);
            Gl.glVertex3f(-1.0f, -1.0f, -1.0f);
            Gl.glVertex3f(-1.0f, -1.0f, 0.0f);

            /*      This is the bottom face*/
            Gl.glVertex3f(0.0f, 0.0f, 0.0f);
            Gl.glVertex3f(0.0f, -1.0f, -1.0f);
            Gl.glVertex3f(-1.0f, -1.0f, -1.0f);
            Gl.glVertex3f(-1.0f, -1.0f, 0.0f);

            /*      This is the back face*/
            Gl.glVertex3f(0.0f, 0.0f, 0.0f);
            Gl.glVertex3f(-1.0f, 0.0f, -1.0f);
            Gl.glVertex3f(-1.0f, -1.0f, -1.0f);
            Gl.glVertex3f(0.0f, -1.0f, -1.0f);

            Gl.glEnd();
            Gl.glPopMatrix();
        }

任何帮助都会很棒。

Edit: Okay, this code still doesn't allow me to use two different textures in the program. It acts like it should work, but when I tell it to use the first texture, it's the same as the second texture, which is the last texture that's loaded.

        private int[] iTextures = new int[3];

        public void main()
        {
            Initialize();
            LoadContent();

            float Time = 0.0F;

            // Start game loop
            while (App.IsOpened())
            {
                // Process events
                App.DispatchEvents();

                // Clear the window
                App.Clear();

                App.Draw(Background);

                Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT);

                // Transformations
                Time += App.GetFrameTime();
                Gl.glMatrixMode(Gl.GL_MODELVIEW);
                Gl.glLoadIdentity();
                Gl.glTranslatef(0.0F, 0.0F, -200.0F);


                Gl.glPushMatrix();

                Gl.glScalef(10.0f, 50.0f, 10.0f);
                DrawCube(50.0f, 50.0f, 50.0f, 0);

                Gl.glPopMatrix();

                //Gl.glRotatef(Time * 50, 1.0F, 0.0F, 0.0F);
                //Gl.glRotatef(Time * 30, 0.0F, 1.0F, 0.0F);
                //Gl.glRotatef(Time * 90, 0.0F, 0.0F, 1.0F);


                /*Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, -50.0F);

                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, 50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, 50.0F);

                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-50.0F, -50.0F, 50.0F);

                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(50.0F, -50.0F, -50.0F);
                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, 50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, 50.0F);

                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, -50.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, -50.0F, 50.0F);

                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, 50.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 50.0F, 50.0F);


                Gl.glVertex3f(50.0f, 50.0f, 50.0f);
                Gl.glVertex3f(50.0f, 0.0f, 50.0f);
                Gl.glVertex3f(0.0f, 0.0f, 50.0f);
                Gl.glVertex3f(0.0f, 50.0f, 50.0f);

                Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-50.0F, 10.0F, 50.0F);
                Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-50.0F, 10.0F, -50.0F);
                Gl.glTexCoord2f(1, 0); Gl.glVertex3f(50.0F, 10.0F, -50.0F);
                Gl.glTexCoord2f(1, 1); Gl.glVertex3f(50.0F, 10.0F, 50.0F);

                Gl.glEnd();*/



                Draw();

                // Finally, display the rendered frame on screen
                App.Display();

            }
            // Don't forget to destroy our texture
            int tex = 0;
            Gl.glDeleteTextures(1, ref tex);
        }

        public void Initialize()
        {
            // Create main window

            App.PreserveOpenGLStates(true);

            // Setup event handlers
            App.Closed += new EventHandler(OnClosed);
            App.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
            App.Resized += new EventHandler<SizeEventArgs>(OnResized);
        }

        private void LoadContent()
        {
            BackgroundImage = new Image("background.jpg");
            Background = new Sprite(BackgroundImage);

            Text = new String2D("This is a cube");
            Text.Position = new Vector2(0, 0);
            Text.Color = Color.Black;

            // Enable Z-buffer read and write
            Gl.glEnable(Gl.GL_DEPTH_TEST);
            Gl.glDepthMask(Gl.GL_TRUE);
            Gl.glClearDepth(1.0F);

            // Setup a perspective projection

            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glLoadIdentity();
            Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F); // I assume this is setting up the camera

            LoadTexture(new Image("texture.jpg"), 0);

            LoadTexture(new Image("Otexture.jpg"), 1);


        }

        private void Draw()
        {
            App.Draw(Text);
        }

        private void LoadTexture(Image Texture, int texNum)
        {

            using (Image TempImage = Texture)
            {

                Gl.glGenTextures(1, out iTextures[texNum]); // Texture name, which is a number

                Gl.glBindTexture(Gl.GL_TEXTURE_2D, iTextures[texNum]); // Start using the texture


                Console.WriteLine(texNum + "");
                // Texture options and filters and stuff
                Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR);
                Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR_MIPMAP_LINEAR);

                Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGBA, (int)TempImage.Width, (int)TempImage.Height, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, TempImage.Pixels);
                //Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA, (int)TempImage.Width, (int)TempImage.Height, 0, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, TempImage.Pixels);

            }
            Gl.glEnable(Gl.GL_TEXTURE_2D);
        }
        private void UseTexture(int iTexture)
        {


            // Bind our texture for use
            //Gl.glEnable(Gl.GL_TEXTURE_2D); // Start using the 2D texture
            Gl.glBindTexture(Gl.GL_TEXTURE_2D, iTexture); // Bind our texture for current use
            Gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); // Set color to..white, I think.
        }



        void DrawCube(float xPos, float yPos, float zPos, int texture)
        {

            Gl.glPushMatrix();

            //UseTexture(1);
            Gl.glBegin(Gl.GL_QUADS);
            UseTexture(iTextures[0]);
            //Gl.glEnable(Gl.GL_TEXTURE_2D);



            /*      This is the top face*/
            Gl.glVertex3f(0.0f, 0.0f, 0.0f);
            Gl.glVertex3f(0.0f, 0.0f, -1.0f);
            Gl.glVertex3f(-1.0f, 0.0f, -1.0f);
            Gl.glVertex3f(-1.0f, 0.0f, 0.0f);

            /*      This is the front face*/
            Gl.glTexCoord2f(0, 1); Gl.glVertex3f(0.0f, 0.0f, 0.0f);
            Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-1.0f, 0.0f, 0.0f);
            Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-1.0f, -1.0f, 0.0f);
            Gl.glTexCoord2f(1, 1); Gl.glVertex3f(0.0f, -1.0f, 0.0f);

            /*      This is the right face*/
            Gl.glVertex3f(0.0f, 0.0f, 0.0f);
            Gl.glVertex3f(0.0f, -1.0f, 0.0f);
            Gl.glVertex3f(0.0f, -1.0f, -1.0f);
            Gl.glVertex3f(0.0f, 0.0f, -1.0f);

            /*      This is the left face*/
            Gl.glVertex3f(-1.0f, 0.0f, 0.0f);
            Gl.glVertex3f(-1.0f, 0.0f, -1.0f);
            Gl.glVertex3f(-1.0f, -1.0f, -1.0f);
            Gl.glVertex3f(-1.0f, -1.0f, 0.0f);

            /*      This is the bottom face*/
            Gl.glVertex3f(0.0f, 0.0f, 0.0f);
            Gl.glVertex3f(0.0f, -1.0f, -1.0f);
            Gl.glVertex3f(-1.0f, -1.0f, -1.0f);
            Gl.glVertex3f(-1.0f, -1.0f, 0.0f);

            /*      This is the back face*/
            Gl.glVertex3f(0.0f, 0.0f, 0.0f);
            Gl.glVertex3f(-1.0f, 0.0f, -1.0f);
            Gl.glVertex3f(-1.0f, -1.0f, -1.0f);
            Gl.glVertex3f(0.0f, -1.0f, -1.0f);

            Gl.glEnd();
            Gl.glPopMatrix();
        }

Any help would be awesome.

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评论(1

燕归巢 2024-12-02 08:10:40

你不是在谈论多重纹理;而是在谈论多重纹理。您正在谈论在同一应用程序中使用多个纹理。

嗯,我看到了几个问题。

Gl.glGenTextures(2, out iTexture); // Texture name, which is a number

我承认我并不是 100% 熟悉 C# 的语法,因此我假设 out 的工作原理与 C/C++ 中传递指针类似。因此,您希望 glGenTextures 将纹理对象编号写入 iTexture

这里有两个问题。首先,iTexture 是一个整数。但是您告诉 glGenTextures 您在此函数调用中生成了两个 纹理,而不是一个。这需要传递一个整数数组供 glGenTextures 写入。所以你冒着毁掉……堆栈的风险?我不知道您如何将这些调用编组到 C++,但无论您如何执行,glGenTextures 都可能会写入随机内存。你很幸运没有发生车祸。

每次调用 LoadTexture 都应该创建一个 OpenGL 纹理对象。因此,您不应尝试通过单个 LoadTexture 调用创建两个纹理。

另一个问题是 iTexture 没有从 LoadTexture 函数返回。你不把它存储在任何地方。事实上,当您调用 LoadTexture 时,您甚至没有给它一个输出变量;而是给它一个输出变量。你给它一个数字文字。再说一次,我不是 C# 专家,但我很确定您需要一些特殊的语法来使用参数作为函数输出,特别是对于像 int 这样的基本类型。

您的 LoadTexture 函数应返回 OpenGL 纹理名称(或将它们存储在某处),并且匹配的 UseTexture 调用应从中获取这些特定名称。


新的代码问题:

// Don't forget to destroy our texture
int tex = 0;
Gl.glDeleteTextures(1, ref tex);

您无法删除纹理 0。这就是为什么人们通常不使用纹理 0 来存储实际纹理的原因;它通常被视为“不存在的纹理”,如 NULL。

至于您的实际绘图代码:

Gl.glBegin(Gl.GL_QUADS);
UseTexture(iTextures[0]);

您无法在 glBegin/glEnd 调用之间调用 glBindTexture (或大多数 OpenGL 函数)。 UseTexture 应在开始四边形之前调用。此外,UseTexture 应启用GL_TEXTURE_2D。我知道您在其他地方使用它,但最好将命令放在真正重要的地方。如果你想进行无纹理渲染,你必须禁用GL_TEXTURE_2D

另外,当您只给出一个四边形纹理坐标时,您期望发生什么?您期望其他四边形是什么样子?因为如果您认为这些四边形将是无纹理的,那您就错了。

You're not talking about multitexturing; you're talking about using multiple textures in the same application.

Well, I see several problems.

Gl.glGenTextures(2, out iTexture); // Texture name, which is a number

I admit that I'm not 100% familiar with C#'s syntax, so I'm assuming that the out works rather like passing a pointer in C/C++. So you expect glGenTextures to write the texture object number to iTexture.

There are two problems here. First, iTexture is a single integer. But you told glGenTextures that you were generating two textures in this function call, not one. That would require passing an array of integers for glGenTextures to write into. So you're risking trashing the... stack? I have no idea how you're marshalling these calls to C++, but however you're doing it, glGenTextures is likely writing over random memory. You were lucky not to get a crash.

Each call to LoadTexture is supposed to create a single OpenGL texture object. Therefore, you should not be trying to create two from a single LoadTexture call.

The other problem is that iTexture is not returned from your LoadTexture function. You don't store it anywhere. Indeed, when you call LoadTexture, you don't even give it an output variable; you give it a number literal. Again, I'm not a C# expert, but I'm pretty sure you would need some special syntax to use an argument as a function output, particularly for a basic type like int.

Your LoadTexture function should return the OpenGL texture names (or store them somewhere), and the matching UseTexture calls should get those particular names from them.


New code problems:

// Don't forget to destroy our texture
int tex = 0;
Gl.glDeleteTextures(1, ref tex);

You cannot delete texture 0. That's generally why people don't use texture 0 to store actual textures in; it is generally treated as a "texture that doesn't exist", like NULL.

As to your actual drawing code:

Gl.glBegin(Gl.GL_QUADS);
UseTexture(iTextures[0]);

You cannot call glBindTexture (or most OpenGL functions) between glBegin/glEnd calls. UseTexture should be called before beginning the quad. Also, UseTexture should enable GL_TEXTURE_2D. I know you use it elsewhere, but it's best to put commands where they actually matter. And you have to disable GL_TEXTURE_2D if you want to do untextured rendering.

Also, what do you expect to happen when you only give one quad texture coordinates? What do you expect the other quads to look like? Because if you think that those quads will be untextures, you're wrong.

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