问题:
紧接着“glTexEnvi(GL_POINT_SPRITE,GL_COORD_REPLACE,GL_TRUE);”我得到了GL ERROR#1282(INVALID_OPERATION).
然后当我查阅OpenGL 2.1 Reference时,在glTexEnv下说:如果在glBegin的执行和glEnd的相应执行之间执行glTexEnv,则生成GL_INVALID_OPERATION.但这不是我的情况,因为我使用的是顶点数组.
这是我的代码的一部分:
void RBFS::render_pass1_point_sprites(Shader &shader1, int width, int height, float t)
{
shader1.bind();
glActiveTexture(GL_TEXTURE0);{
glBindTexture(GL_TEXTURE_1D, m_texRBFData[0]);
MyCheckErrorGL();
}
glActiveTexture(GL_TEXTURE1);{
glBindTexture(GL_TEXTURE_1D, m_texRBFData[1]);
MyCheckErrorGL();
}
glActiveTexture(GL_TEXTURE2);{
glBindTexture(GL_TEXTURE_3D, m_texSDF);
MyCheckErrorGL();
}
glActiveTexture(GL_TEXTURE3);{
glBindTexture(GL_TEXTURE_3D, m_texLabels[0]);
MyCheckErrorGL();
}
glActiveTexture(GL_TEXTURE4);{
glBindTexture(GL_TEXTURE_3D, m_texLabels[1]);
MyCheckErrorGL();
}
glActiveTexture(GL_TEXTURE5);{
glBindTexture(GL_TEXTURE_1D, m_texHG);
MyCheckErrorGL();
}
glActiveTexture(GL_TEXTURE9);{
glBindTexture(GL_TEXTURE_2D, m_texCircle);
MyCheckErrorGL();
}
// upload t
GLuint loc_t = my_glGetUniformLocation(shader1.id(), "tSlice");
glUniform1f(loc_t, t);
MyCheckErrorGL();
// SET POINT_SPRITE
glEnable(GL_POINT_SPRITE);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);// so we can set different point size in VShader
float sizes[2];
glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, sizes);
glPointParameterf(GL_POINT_SIZE_MIN, sizes[0]);
glPointParameterf(GL_POINT_SIZE_MAX, sizes[1]);
MyCheckErrorGL();
glTexEnvi( GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);// means tex-coord iteration
MyCheckErrorGL();
glPointParameterfARB(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);// set origin-y
MyCheckErrorGL();
glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
MyCheckErrorGL();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_density);{
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0, 0, width, height);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glClearColor(0.0,0.0,0.0,1.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
MyCheckErrorGL();
glDrawArrays(GL_POINTS, 0, numRBFs);//3rd parameter: number of points
MyCheckErrorGL();
glDisable(GL_BLEND);
glPopMatrix();
glPopAttrib();
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
// turn off switches for PSprite
glDisable(GL_POINT_SPRITE);
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
MyCheckErrorGL();
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_1D, 0);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_3D, 0);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_3D, 0);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_3D, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_1D, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_1D, 0);
shader1.unbind();
MyCheckErrorGL();
}
因为我是OpenGL的绿手.如果您对我的代码有其他建议,请不要犹豫告诉我.:-)
最佳答案 听起来您的OpenGL设备根本不支持POINT_SPRITE.
GL 2.0规范集成了点精灵作为核心功能.您的设备支持哪种GL版本?