OpenGL - 不显示简单的 2D 纹理

OpenGL - Simple 2D Texture Not Being Displayed

我使用 glfw 和 glew 编写了一个非常简单的 OpenGL 程序。它可以正常编译并运行,但是我传递给片段着色器的简单纹理没有显示。

唯一的几何图形是一个四边形。

我只想显示单一的纯色,即纹理的第一个元素。我知道片段着色器完全可以工作,因为我可以显示没有纹理的纯色:

#version 320 es
mediump out vec4 color;
precision mediump float;
precision mediump sampler2D;

in vec2 texCoord;
uniform sampler2D tex;

void main() {
    color = vec4(0.5, 0.75, 0.5, 1.0);
}

然而,当我使用纹理采样器时,我什么也得不到,就像采样器只采样 0(只改变 main()):

void main() {
    color = vec4(texture(tex, vec2(0, 0)).rgb, 1);
}

我正在以我认为正确的方式填充和生成纹理(TEX_SIZE 定义为 #define TEX_SIZE (32*32)):

//Texture Data
GLfloat texData[TEX_SIZE * 3] = {1.0};

//Create texture
GLuint tex;
glGenTextures(1, &tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 32, 32, 0, GL_RGB, GL_FLOAT, texData);
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_WRAP_R, GL_REPEAT);

这是整个绘制循环:

//Render loop
while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS
    && !glfwWindowShouldClose(window)) {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glUseProgram(programID);

    //Texture
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, tex);
    glUniform1i(glGetUniformLocation(programID, "tex"), 0);

    //Draw the quad
    glEnableClientState(GL_VERTEX_ARRAY);
    glVertexPointer(3, GL_FLOAT, 0, gVertices);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, gIndices);
    glDisableClientState(GL_VERTEX_ARRAY);

    if (glGetError()) {
        puts((char *)glewGetErrorString(glGetError()));
    }

    glfwSwapBuffers(window);
    glfwPollEvents();
}

为什么会这样?我完全卡住了。

编辑:根据建议更改了数组初始化:

//Texture Data
GLfloat texData[TEX_SIZE * 3];
for (int i = 0; i < TEX_SIZE * 3; i++) {
    texData[i] = 1.0;
}

没有变化。输出仍然全黑。

GL_TEXTURE_MIN_FILTER的初始值为GL_NEAREST_MIPMAP_LINEAR。但是您不生成 mipmap。这导致贴图不完整.

OpenGL ES 3.2 Specification; 8.17 Texture Completeness; page 205

A texture is said to be complete if all the texture images and texture parameters required to utilize the texture for texture application are consistently defined.

... a texture is complete unless any of the following conditions hold true:

  • The minification filter requires a mipmap (is neither NEAREST nor LINEAR), and the texture is not mipmap complete.

更改纹理缩小过滤器 (glTexParameteri) 以解决您的问题:

例如

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);