在 WebGL 中使用 RGB 格式创建纹理时出错 [英] Error when creating textures in WebGL with the RGB format
问题描述
尝试从具有 RGBA 格式的数据创建 1px x 4px 纹理,如下所示:
Trying to create a 1px x 4px texture from data with the RGBA format like so works:
const texture = gl.createTexture()
gl.activeTexture(gl.TEXTURE0)
gl.bindTexture(gl.TEXTURE_2D, texture)
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 4, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([
255, 0, 0, 255,
0, 255, 0, 255,
0, 0, 255, 255,
255, 255, 0, 255
]))
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
但是尝试像这样对 RGB 格式执行相同的操作:
However trying to do the same with the RGB format like so:
const texture = gl.createTexture()
gl.activeTexture(gl.TEXTURE0)
gl.bindTexture(gl.TEXTURE_2D, texture)
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 4, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array([
255, 0, 0,
0, 255, 0,
0, 0, 255,
255, 255, 0
]))
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
在 Firefox 中出现此错误:
Gives this error in Firefox:
错误:WebGL 警告:texImage2D:所需的上传需要比可用数据更多的数据:(需要 3 行加 1 个像素,可用 3 行加 0 个像素)
Error: WebGL warning: texImage2D: Desired upload requires more data than is available: (3 rows plus 1 pixels needed, 3 rows plus 0 pixels available)
Chrome 中的这个错误:
And this error in Chrome:
WebGL:INVALID_OPERATION:texImage2D:ArrayBufferView 对于请求来说不够大
WebGL: INVALID_OPERATION: texImage2D: ArrayBufferView not big enough for request
交换 gl.texImage2D 的宽度和高度参数,所以我有一个 4px x 1px 的纹理,然后使用 gl.RGB,但 2px x 2px 的纹理没有.我在这里有什么错误/误解?
Swapping the width and height parameters of gl.texImage2D so I have a 4px x 1px texture then works with gl.RGB, but a 2px x 2px texture does not. What am I getting wrong / misunderstanding here?
推荐答案
由于 WebGL 1.0 基于 OpenGL ES 2.0 API,我将参考 OpenGL ES 2.0 refpages glPixelStorei
Since WebGL 1.0 is based on OpenGL ES 2.0 API i will refer to OpenGL ES 2.0 refpages glPixelStorei
GL_UNPACK_ALIGNMENT
指定内存中每个像素行开始的对齐要求.允许的值为 1(字节对齐)、2(行对齐到偶数字节)、4(字对齐)和 8(行以双字边界开始).
Specifies the alignment requirements for the start of each pixel row in memory. The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start on double-word boundaries).
UNPACK_ALIGNMENT
对齐参数的初始值为 4.
The initial value for the UNPACK_ALIGNMENT
alignment parameter is 4.
如果指定宽度为 4 个像素的 RGB 纹理,则 3 * 4 中一行的大小 = 12 个字节.
如果纹理的高度为 1,则纹理的预期大小为 12 * 1 = 12.
If you specify a RGB texture with a width of 4 pixels, then the size of one line in 3 * 4 = 12 bytes.
If the height of the texture is 1, then the expected size of the texture is 12 * 1 = 12.
但是,如果您指定一个 RGB 纹理的像素为 1,则一行的大小为 3 * 1 = 3 个字节.
如果 UNPACK_ALIGNMENT
为 4,则此大小对齐为 4 个字节.
如果纹理的高度为 4,则纹理的预期大小为 4*4 = 16 字节.
But, if you specify a RGB texture with a with of 1 pixel, then the size of one line in 3 * 1 = 3 bytes.
If UNPACK_ALIGNMENT
is 4, then this size is aligned to 4 bytes.
If the height of the texture is 4, then the expected size of the texture is 4*4 = 16 bytes.
第二种情况与您用来初始化纹理的数据数组不匹配,这会导致错误.
The second case does not match the data array which you use to initialize the texture and this causes the error.
要解决此问题,您必须将纹理的每一行对齐到 4 个字节:
To solve the issue you have to align each line of the texture to 4 bytes:
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 4, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array([
255, 0, 0, 0, // add 1 byte for alignment to 4 bytes
0, 255, 0, 0, // add 1 byte
0, 0, 255, 0, // add 1 byte
255, 255, 0, 0 // add 1 byte
]))
或通过 gl.UNPACK_ALIGNMENT 参数设置为 1rel="nofollow noreferrer">gl.pixelStorei
:
or to set the gl.UNPACK_ALIGNMENT
paramter to 1 by gl.pixelStorei
:
gl.pixelStorei( gl.UNPACK_ALIGNMENT, 1 )
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 4, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array([
255, 0, 0,
0, 255, 0,
0, 0, 255,
255, 255, 0
]))
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