glTexImage2D与gluBuild2DMipmaps [英] glTexImage2D vs. gluBuild2DMipmaps
问题描述
非常基本的OpenGL纹理创建代码:
int width, height;
BYTE * data;
FILE * file;
// open texture data
file = fopen( filename, "rb" );
if ( file == NULL ) return 0;
// allocate buffer
width = 256;
height = 256;
data =(BYTE*) malloc( width * height * 3 );
// read texture data
fread( data, width * height * 3, 1, file );
fclose( file );
glGenTextures( 1, &texture );
glBindTexture( GL_TEXTURE_2D, texture );
//gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width, height, GL_RGB, GL_UNSIGNED_BYTE, data );
glTexImage2D( GL_TEXTURE_2D,0, GL_RGB, width, height,0, GL_RGB, GL_UNSIGNED_BYTE, data );
free( data );
return texture;
和渲染:
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, texture );
glPushMatrix();
glRotatef( theta, 0.0f, 0.0f, 1.0f );
glBegin( GL_QUADS );
glTexCoord2d(0.0,0.0); glVertex2d(-1.0,-1.0);
glTexCoord2d(1.0,0.0); glVertex2d(+1.0,-1.0);
glTexCoord2d(1.0,1.0); glVertex2d(+1.0,+1.0);
glTexCoord2d(0.0,1.0); glVertex2d(-1.0,+1.0);
glEnd();
glPopMatrix();
SwapBuffers( hDC );
使用glTexImage2D
时,什么也没画,但是使用gluBuild2DMipmaps
时,我看到gDebugger的结果是正确创建的纹理.问题是什么?
在代码中使用glTexImage2D (...)
时,不会构建完整的mipmap纹理.它仅创建存储并提供纹理 LOD 0 的数据.如果您将GL_..._MIPMAP_...
用作缩小过滤器,则每个四分之一分辨率步骤都需要具有LOD(细节水平).
例如,尺寸为 32x32 的纹理需要 log 2 32 = 5 extra mipmap LOD,如下所述:
LOD 0: 32x32 ( 1 / 1 ) [1024 Texels]
LOD 1: 16x16 ( 1 / 4 ) [ 256 Texels]
LOD 2: 8x8 ( 1 / 16 ) [ 64 Texels]
LOD 3: 4x4 ( 1 / 64 ) [ 16 Texels]
LOD 4: 2x2 ( 1 / 256 ) [ 4 Texels]
LOD 5: 1x1 ( 1 / 1024 ) [ 1 Texel ]
gluBuild2DMipmaps (...)
做一些事情:
- 它构建了四分之一分辨率的mipmap LOD(因此得名).
-
它可以正确设置纹理中的LOD数量
- OpenGL纹理中的默认LOD级别范围: 1001 (最小= 0,最大= 1000)
-
gluBuild2DMipmaps (...)
之后: log 2 (最大值(Res x ,Res y ))+ 1 (最小值= 0,最大值= ...).
这将生成完整的mipmap纹理,可与mipmap缩小过滤器一起使用.
其他注意事项:
OpenGL中的 默认 缩小过滤器为:GL_NEAREST_MIPMAP_LINEAR
,因此,除非将其更改为GL_LINEAR
或GL_NEAREST
,否则您需要一个mipmap完整纹理. /p>
OpenGL中的
LOD索引在某种程度上是违反直觉的.较低的数字表示高分辨率的图像,这就是为什么使用负LOD偏差有时被称为纹理锐化"的原因.
几何级数: 1 + 1 / 4 + 1 / 16 + 1 / 64 + ... + 1 / N 收敛到 4 / 3 ; mipmap需要〜33%的额外存储空间.
Very basic OpenGL texture creation code:
int width, height;
BYTE * data;
FILE * file;
// open texture data
file = fopen( filename, "rb" );
if ( file == NULL ) return 0;
// allocate buffer
width = 256;
height = 256;
data =(BYTE*) malloc( width * height * 3 );
// read texture data
fread( data, width * height * 3, 1, file );
fclose( file );
glGenTextures( 1, &texture );
glBindTexture( GL_TEXTURE_2D, texture );
//gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width, height, GL_RGB, GL_UNSIGNED_BYTE, data );
glTexImage2D( GL_TEXTURE_2D,0, GL_RGB, width, height,0, GL_RGB, GL_UNSIGNED_BYTE, data );
free( data );
return texture;
and rendering:
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, texture );
glPushMatrix();
glRotatef( theta, 0.0f, 0.0f, 1.0f );
glBegin( GL_QUADS );
glTexCoord2d(0.0,0.0); glVertex2d(-1.0,-1.0);
glTexCoord2d(1.0,0.0); glVertex2d(+1.0,-1.0);
glTexCoord2d(1.0,1.0); glVertex2d(+1.0,+1.0);
glTexCoord2d(0.0,1.0); glVertex2d(-1.0,+1.0);
glEnd();
glPopMatrix();
SwapBuffers( hDC );
Wen using glTexImage2D
, nothing draws but with gluBuild2DMipmaps
works I saw result with gDebugger the texture created correctly. What is the problem?
When you use glTexImage2D (...)
in your code you do not build a mipmap complete texture. It only creates storage and supplies data for texture LOD 0. If you are using GL_..._MIPMAP_...
as your minification filter you need to have LODs (levels-of-detail) for every quarter-resolution step.
For example, a texture with dimensions 32x32 requires log2 32 = 5 extra mipmap LODs, as described below:
LOD 0: 32x32 ( 1 / 1 ) [1024 Texels]
LOD 1: 16x16 ( 1 / 4 ) [ 256 Texels]
LOD 2: 8x8 ( 1 / 16 ) [ 64 Texels]
LOD 3: 4x4 ( 1 / 64 ) [ 16 Texels]
LOD 4: 2x2 ( 1 / 256 ) [ 4 Texels]
LOD 5: 1x1 ( 1 / 1024 ) [ 1 Texel ]
gluBuild2DMipmaps (...)
does a couple of things:
- It builds the set of quarter-resolution mipmap LODs (hence the name).
It properly sets the number of LODs in your texture
- Default LOD level range in an OpenGL Texture: 1001 (min = 0, max = 1000)
- After
gluBuild2DMipmaps (...)
: log2 (max (Resx, Resy)) + 1 (min = 0, max = ...).
This produces a mipmap complete texture, that can be used with a mipmap minification filter.
Miscellaneous things to note:
The default minification filter in OpenGL is: GL_NEAREST_MIPMAP_LINEAR
, so you need a mipmap complete texture unless you change it to GL_LINEAR
or GL_NEAREST
.
LOD indices in OpenGL work somewhat counter-intuitively. Lower numbers represent higher resolution images, and this is why using a negative LOD bias is sometimes referred to as "texture sharpening."
The geometric series: 1 + 1/4 + 1/16 + 1/64 + ... + 1/N converges to 4/3; mipmaps require ~33% extra storage.
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