OpenGL 纹理倾斜 [英] OpenGL texture tilted
问题描述
当我在 OpenGL 中加载纹理并且每个像素有一个 (GL_ALPHA
) 或三个分量 (GL_RGB
) 时,纹理看起来是倾斜的.是什么让这种情况发生?
When I load a texture in OpenGL and this has one (GL_ALPHA
) or three components per pixel (GL_RGB
), the texture appears tilted. What makes this happen?
作为额外的细节,关系宽度/高度似乎有影响.例如,1366x768(683/384) 的图像看起来倾斜,而 1920x1080(16/9) 的图像被正确映射.
As additional detail, the relation width/height seems to affect. For example, an image of 1366x768(683/384) appears tilted while an image of 1920x1080(16/9) is mapped correctly.
推荐答案
这可能是填充/对齐问题.
This is probably a padding/alignment issue.
GL,默认情况下,期望像素行被填充为 4 字节的倍数.具有 1 字节或 3 字节宽像素的 1366 宽纹理,不会自然地按 4 字节对齐.
GL, by default, expects rows of pixels to be padded to a multiple of 4 bytes. A 1366 wide texture with 1 byte or 3 byte wide pixels, will not be naturally 4 byte aligned.
可能的修复方法是:
- 使用(例如)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
告诉 GL 您的纹理是如何打包的 - 更改纹理的尺寸,使填充匹配而不更改任何内容
- 更改纹理的加载,使填充与 GL 预期一致
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