尝试使用在TextureUnit1中分配的纹理加载OSG模型 [英] Trying to load an OSG model with textures allocated in textureUnit1
问题描述
我想用两个约束来渲染具有纹理的Openscenegraph模型:
I want to render an Openscenegraph model with textures under two constraints:
1)使用着色器(opengles20) 2)将纹理上传到GPU上的textureUnit1(默认为textureUnit0)
1) Using shaders (opengles20) 2) Uploading the textures to the textureUnit1 on the GPU (NO the default textureUnit0)
我以为我做对了,但仍然得到非纹理模型(仅网格).
I thought I was doing right but still I am getting non textured models (only the mesh).
以下是着色器(请注意,我使用gl_MultiTexCoord1):
Here are the shaders (notice that I use gl_MultiTexCoord1):
static const char gVertexShader1[] = {
"varying vec2 texCoords;\n"
"void main()\n"
"{\n"
" texCoords = gl_MultiTexCoord1.st;\n"
" gl_Position = ftransform();\n"
"}\n"
};
static const char gFragmentShader1[] = {
"varying vec2 texCoords;\n"
"uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex, texCoords);\n"
"}\n"
};
加载的osg模型还在所有纹理图像中指定纹理单位1,例如:
The loaded osg model also specifies texture unit 1 in all the texture images, for instance:
textureUnit 1 {
GL_TEXTURE_2D ON
Texture2D {
UniqueID Texture2D_1
file "/storage/sdcard0/osg/textures/p51d-jw-05.png"
wrap_s REPEAT
wrap_t REPEAT
wrap_r CLAMP
min_filter LINEAR_MIPMAP_LINEAR
mag_filter LINEAR
maxAnisotropy 1
borderColor 0 0 0 0
borderWidth 0
useHardwareMipMapGeneration TRUE
unRefImageDataAfterApply TRUE
internalFormatMode USE_IMAGE_DATA_FORMAT
resizeNonPowerOfTwo TRUE
}
最后是C ++代码:
//Load model
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFile(newModel.filename);
//Assign program
osg::ref_ptr<osg::StateSet> ss = loadedModel->getOrCreateStateSet();
osg::Shader * vshader = new osg::Shader(osg::Shader::VERTEX, gVertexShader1 );
osg::Shader * fshader = new osg::Shader(osg::Shader::FRAGMENT, gFragmentShader1 );
osg::Program * prog = new osg::Program;
prog->addShader ( vshader );
prog->addShader ( fshader );
ss->setAttributeAndModes(prog);
//Uniforms
osg::ref_ptr<osg::Texture2D> bodyTexture = new osg::Texture2D;
bodyTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
bodyTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
bodyTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
bodyTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
ss->setTextureAttributeAndModes(1, bodyTexture.get());
ss->addUniform(new osg::Uniform("tex", 1));
有什么主意吗?
谢谢
JM
推荐答案
将纹理设置为tex单元1的方式是正确的,您确定要加载的模型也包含索引1处的纹理坐标吗?
The way you set the texture to tex unit 1 is correct, are you sure the model you're loading contains texture coordinates at index 1 as well?
只需确保有这样的tex坐标,否则尝试重用不同的tex坐标索引,例如gl_MultiTexCoord0
Just make sure there are such tex coords, otherwise try reusing a different tex coord index like gl_MultiTexCoord0
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