提问者:小点点

openGL单通道纹理始终采样%0


我正在尝试用FreeType在屏幕上渲染字体。为此,我实现了单通道纹理,但它总是采样0。

CPP

unsigned char *blankData = new unsigned char[8 * 8];
for(int i = 0; i < 8 * 8; i++){
    blankData[i] = 126;
}
    
glActiveTexture(GL_TEXTURE0);

glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

GLuint m_texture2D;
glGenTextures(1, &m_texture2D);
glBindTexture(GL_TEXTURE_2D, m_texture2D);

glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 8, 8, 0, GL_RED, GL_UNSIGNED_BYTE, blankData);

glUniform1i(glGetUniformLocation(m_program, "texture2D"), 0);

checkGLError();

返回

片段着色器

#version 330 core

in vec2 texCoord;
in vec4 color;

uniform sampler2D texture2D;
out vec4 outColor;


void main()
{
    vec4 texColor = texture(texture2D, texCoord);
    outColor = vec4(texColor.r, texColor.r, texColor.r, 1.0f);

}

FF00FF:透明颜色

black:片段着色器输出texcoord bottomLeft(0,0)到topRight(1,1)


共1个答案

匿名用户

如果您没有生成mipmaps(使用),那么设置是很重要的。由于默认筛选器是,如果不将最小化函数更改为,则纹理将是“mipmap不完整”。

glBindTexture(GL_TEXTURE_2D, m_texture2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);