所以我试过跟随
docs,但是我似乎无法让纹理2D数组工作.
-(GLint)buildTextureArray:(NSArray *)arrayOfImages
{
GLImage *sample = [GLImage imageWithImageName:[arrayOfImages objectAtIndex:0] shouldFlip:NO]; //Creates a sample to examine texture width and height
int width = sample.width, height = sample.height;
GLsizei count = (GLsizei)arrayOfImages.count;
GLuint texture3D;
glGenTextures(1, &texture3D);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture3D);
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, width, height, count, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
int i = 0;
for (NSString *name in arrayOfImages) //Loops through everything in arrayOfImages
{
GLImage *image = [GLImage imageWithImageName:name shouldFlip:NO]; //My own class that loads an image
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, i, image.width, image.height, 1, GL_RGBA, GL_UNSIGNED_BYTE, image.data);
i++;
}
return texture3D;
}
//Setting Uniform elsewhere
glBindTexture(GL_TEXTURE_2D_ARRAY, textureArray);
glUniform1i(textures, 0);
//Fragment Shader
#version 150
in vec3 texCoords;
uniform sampler2DArray textures;
out vec3 color;
void main()
{
color = texture(textures, texCoords.stp, 0).rgb;
}
我能够使用相同的纹理参数加载单个纹理,但我无法使用纹理2D数组.我得到的只是黑色纹理.为什么会这样?
最佳答案
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
你的纹理实际上没有mipmap.所以不要再告诉OpenGL它了.
此外,始终为纹理设置mipmap range parameters (GL_TEXTURE_BASE_LAYER
and GL_TEXTURE_MAX_LAYER
).或者更好的是,使用texture storage to allocate your texture’s storage,它会为你做.