OpenGl 纹理太暗 [英] OpenGl texture goes too dark
本文介绍了OpenGl 纹理太暗的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
基本上我有一个使用纹理绘制矩形的渲染函数:
Basically I have a render function which draws a rectangle using textures:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glShadeModel(GL_SMOOTH);
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
{
glTexCoord2f(0, 0);
glVertex3f(points[0]->x, points[0]->y, 0);
glTexCoord2f(1, 0);
glVertex3f(points[1]->x, points[1]->y, 0);
glTexCoord2f(1, 1);
glVertex3f(points[2]->x, points[2]->y, 0);
glTexCoord2f(0, 1);
glVertex3f(points[3]->x, points[3]->y, 0);
}
glEnd();
glDisable(GL_TEXTURE_2D);
运行后,我可以看到纹理图像,但它太暗了.此外,一开始,我可以在几分之一秒内看到它的正常颜色.
After running it, I can see the texture image, but it is too dark. Also, at the beginning, I can see it's normal color just for a fraction of second.
有人知道怎么解决吗?
推荐答案
经过多番搜索,我想通了,我需要将颜色设置为白色:
After more search, I figured out, I needed to set the color to white:
glColor3f(1.0f, 1.0f, 1.0f);
在开头插入.
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