C++ 阿西姆普多恩斯';t返回纹理数据
Im使用assimp加载三维模型。 我的模型嵌入了纹理(“我猜”)。但我有两个问题:C++ 阿西姆普多恩斯';t返回纹理数据,c++,assimp,C++,Assimp,Im使用assimp加载三维模型。 我的模型嵌入了纹理(“我猜”)。但我有两个问题: 我找不到实际获取纹理文件路径的方法 pcData似乎什么都没有 我甚至不能打印纹理的宽度或高度 打印texturefile我得到了通常的格式*0*1等等 但是,当我试图打印场景->mTextures[atoi(texturefile.C_Str())]->mFileName时,我什么也没有得到……纹理数据也是一样 代码如下: uint32_t textureCount = scene->mMaterial
texturefile
我得到了通常的格式*0*1
等等
但是,当我试图打印场景->mTextures[atoi(texturefile.C_Str())]->mFileName
时,我什么也没有得到……纹理数据也是一样
代码如下:
uint32_t textureCount = scene->mMaterials[i]->GetTextureCount(aiTextureType_DIFFUSE);
for (uint32_t c = 0; c < textureCount ; c++) {
scene->mMaterials[i]->GetTexture(aiTextureType_DIFFUSE, c, &texturefile);
std::cout << "\n textureFile : " << texturefile.C_Str() << std::endl;
std::cout <<"\nTextura : "<< scene->mTextures[atoi(texturefile.C_Str())]<<std::endl;
aiTexture *texture = scene->mTextures[atoi(texturefile.C_Str())];
int w = texture->mWidth;
int h = texture->mHeight;
if (texture == NULL) {
std::cout << "\n TextureNull\n";
}
else {
std::cout << "\n textureNotNull\n";
}
uint32_t *data = reinterpret_cast<uint32_t* >(texture->pcData);
createTextureImage(data, w, h, materials[i].texturesImages[c]);
//createTextureImageView(materials[i].texturesImagesViews[c], materials[i].texturesImages[c]);
//createTextureSampler(materials[i].texturesSamplers[c]);
// void createTextureImage(uint32_t* pixels,int texWidth,int texHeight,VkImage textureImage) {
}
}
uint32\u t textureCount=scene->mmaerials[i]->GetTextureCount(aiTextureType\u漫反射);
对于(uint32_t c=0;c材质[i]->获取纹理(aiTextureType\u漫反射、c和纹理文件);
std::cout当使用最新的主机时,以下代码适用于您:
aiMaterial material = scene->mMaterials[index];
aiString texture_file;
material->Get(AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0), texture_file);
if(auto texture = scene->GetEmbeddedTexture(texture_file.C_Str())) {
//returned pointer is not null, read texture from memory
} else {
//regular file, check if it exists and read it
}
在旧版本中,您必须查找特殊标记:
aiMaterial material = scene->mMaterials[index];
aiString texture_file;
material->Get(AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0), texture_file);
if('*' == texture_file.data[0]) {
//embedded texture, get index from string and access scene->mTextures
} else {
//regular file, check if it exists and read it
}
希望这有助于理解这个概念