问题描述
在主函数中:
img = cvLoadImage("test.JPG");
//openCV functions to load and create matrix
CvMat *mat = cvCreateMat(img->height,img->width,CV_8SC3 );
cvGetMat( img, mat,0,1);
//creating the 3-dimensional array during runtime
data = new float**[img->height];
for(int i=0;i<img->height;i++){
data[i] = new float*[img->width];
}
for(int i=0;i<img->height;i++){
for(int j=0;j<img->width;j++)
data[i][j] = new float[3];
}
//setting RGB values
for(int i=0;i<img->height;i++)
{
for(int j=0;j<img->width;j++)
{
CvScalar scal = cvGet2D( mat,i,j);
data[i][j][0] = scal.val[0];
data[i][j][1] = scal.val[1];
data[i][j][2] = scal.val[2];
}
}
我使用openCV获取图像像素数据,存储在动态创建的矩阵数据中。现在生成纹理并绑定它们:
I am using openCV to get the image pixel data, storing it in the dynamically created matrix "data".Now generating textures and binding them:
glGenTextures(1,&texName);
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_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glTexImage2D(GL_TEXTURE_2D, 0 ,GL_RGB, img->width,img->height,0,GL_RGB,GL_FLOAT,data);
glBindTexture(GL_TEXTURE_2D, texName);
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex3f(-1,-1,0);
glTexCoord2f(0,1);
glVertex3f(-1,1,0);
glTexCoord2f(1,1);
glVertex3f(1,1,0);
glTexCoord2f(1,0);
glVertex3f(1,-1,0);
glEnd();
没有编译错误,但在运行期间,窗口显示我所做的平方,
There are no compilation errors but during the runtime, the window displays the square I made, but not the image that I tried to convert into texture.
如何实现使用openCV提取的像素数据将任何图像加载到纹理中。我已经打印了RGB值,它们似乎足够合法,打印的三元组的数量是预期的。
How do I achieve loading any image into texture using the pixel data that I extract using openCV. I have printed the RGB values and they seem legit enough and the number of triplets printed are as expected.
推荐答案
<$ c $在调用 glTexParemeteri
... glTexImage2D
之前调用c> glBindTexture 知道您要设置的纹理。
glBindTexture
should be called before the glTexParemeteri
...glTexImage2D
calls, so openGL knows which texture you're setting up.
glEnable(GL_TEXTURE_2D);
glGenTextures(1,&texName);
glBindTexture(GL_TEXTURE_2D, texName);
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_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glTexImage2D(GL_TEXTURE_2D, 0 ,GL_RGB, img->width,img->height,0,GL_RGB,GL_FLOAT,data);
更重要的是,您未设置数据
variable>
More importantly, you are not setting up your data
variable correctly:
float* data = new float[img->height * img->width * 3];
for (int i = 0; i < img->height; i++)
{
for (int j = 0; j < img->width; j++)
{
CvScalar scal = cvGet2D(mat, i, j);
data[(i * img->width + j) + 0] = scal.val[0];
data[(i * img->width + j) + 1] = scal.val[1];
data[(i * img->width + j) + 2] = scal.val[2];
}
}
此外,您可能需要交换颜色的顺序组件和/或将它们转换为0..1范围,我不知道openCV如何加载图像。
Also, you might need to swap the order of color components and/or convert them to 0..1 range, I don't know how openCV loads images.
这篇关于在OpenGL纹理中加载图像(使用其RGB(A)像素数据)的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!