我有一个Model2D类,其中包含以下内容:

class Model2D
{
    public: //it's private, but I'm shortening it here
    unsigned char* bitmapImage;
    unsigned int textureID;
    int imageWidth, imageHeight;

    void Load(char* bitmapFilename);
}
void Model2D::Load(char* bitmapFilename)
{
    ifstream readerBMP;
    readerBMP.open(bitmapFilename, ios::binary);
    //I get the BMP header and fill the width, height

    bitmapImage = new GLubyte[imageWidth * imageHeight * 4];
    //Loop to read all the info in the BMP and fill the image array, close reader

    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

    glGenTextures(1, &textureID);
    glBindTexture(GL_TEXTURE_2D, textureID);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageWidth, imageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, bitmapImage);
}
void Model2D::Draw()
{
    glBegin(GL_QUADS);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
    glBindTexture(GL_TEXTURE_2D, textureID);

    float texScale = 500.0; //this is just so I don't have to resize images

    glTexCoord2f(0.0, 0.0); glVertex3f(-(imageWidth / texScale), -(imageHeight / texScale), 0.0);
    glTexCoord2f(0.0, 1.0); glVertex3f(-(imageWidth / texScale), (imageHeight / texScale), 0.0);
    glTexCoord2f(1.0, 1.0); glVertex3f((imageWidth / texScale), (imageHeight / texScale), 0.0);
    glTexCoord2f(1.0, 0.0); glVertex3f((imageWidth / texScale), -(imageHeight / texScale), 0.0);
}

在主循环中,我有:
Model2D spritest;
spritest.LoadFromScript("FirstBMP.bmp");
spritest.Z(-5); spritest.X(-2);

Model2D spritest2;
spritest2.LoadFromScript("SecondBMP.bmp");
spritest2.X(+2); spritest2.Z(-6);

//...
//main loop
spritest.Draw();
spritest2.Draw();

调试时似乎工作正常,位图的地址不同,OpenGL生成的textureID也是如此,它们也被正确调用,并且调试时X,Y和Z位置也正确,但是由于某些未知原因, spritest 覆盖了 spritest 图像数据。
即使我不从 spritest2 调用Draw(),也将显示图像而不是 spritest

是什么原因造成的?

最佳答案

glBegin必须在Draw中的纹理绑定(bind)函数之后:

glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glBindTexture(GL_TEXTURE_2D, textureID);
glBegin(GL_QUADS);

glBindTexture的文档中指出:



您还可以在glBegin的文档中发现:



因此,在Draw函数中,您需要将glBindTexture(GL_TEXTURE_2D, textureID);glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);放在glBegin(GL_QUADS)之前。否则,glBindTexture不会执行任何操作,因为它位于glBegin中,因此SecondBMP.bmp仍绑定(bind)到目标GL_TEXTURE_2D

09-07 05:49