Java 为什么纹理以错误的颜色显示
我正在渲染具有立方体纹理的skybox。但是纹理的颜色被证明是错误的。下面的代码用于加载图像。这是因为GL_RGB格式吗?有什么想法吗Java 为什么纹理以错误的颜色显示,java,opengl,jogl,Java,Opengl,Jogl,我正在渲染具有立方体纹理的skybox。但是纹理的颜色被证明是错误的。下面的代码用于加载图像。这是因为GL_RGB格式吗?有什么想法吗 protected void loadImageData() { String fileDir; for (int i = 0; i < 6; i++) { fileDir = "images/skybox/sky" + (i + 1) + ".jpg"; try {
protected void loadImageData()
{
String fileDir;
for (int i = 0; i < 6; i++)
{
fileDir = "images/skybox/sky" + (i + 1) + ".jpg";
try
{
BufferedImage image = ImageIO.read(new File(fileDir));
byte[] data = ((DataBufferByte) image.getData().getDataBuffer()).getData();
imageBuff[i] = GLBuffers.newDirectByteBuffer(data);
}
catch (IOException e)
{
e.printStackTrace();
}
}
}
受保护的void loadImageData()
{
字符串fileDir;
对于(int i=0;i<6;i++)
{
fileDir=“images/skybox/sky”+(i+1)+“.jpg”;
尝试
{
buffereImage image=ImageIO.read(新文件(fileDir));
字节[]数据=((DataBufferByte)image.getData().getDataBuffer()).getData();
imageBuff[i]=GLBuffers.newDirectByteBuffer(数据);
}
捕获(IOE异常)
{
e、 printStackTrace();
}
}
}
设置纹理:
loadImageData();
gl.glGenTextures(1, cubeTexBuff);
gl.glBindTexture(GL4.GL_TEXTURE_CUBE_MAP, cubeTexBuff.get(0));
gl.glTexStorage2D(GL4.GL_TEXTURE_CUBE_MAP, 0, GL4.GL_RGB8, imageSize, imageSize);
for (int i = 0; i < 6; i++)
{
gl.glTexImage2D(GL4.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL4.GL_RGB8,
imageSize, imageSize, 0, GL4.GL_RGB, GL4.GL_UNSIGNED_BYTE, imageBuff[i]);
}
gl.glTexParameteri(GL4.GL_TEXTURE_CUBE_MAP, GL4.GL_TEXTURE_MAG_FILTER, GL4.GL_LINEAR);
gl.glTexParameteri(GL4.GL_TEXTURE_CUBE_MAP, GL4.GL_TEXTURE_MIN_FILTER, GL4.GL_LINEAR);
loadImageData();
gl.glGenTextures(1,立方英尺);
gl.glBindTexture(GL4.gl_纹理_立方体_贴图,cubeTexBuff.get(0));
gl.glTexStorage2D(GL4.gl_纹理_立方体_贴图,0,GL4.gl_RGB8,imageSize,imageSize);
对于(int i=0;i<6;i++)
{
gl.glTexImage2D(GL4.gl_纹理_立方体_贴图_正X+i,0,GL4.gl_RGB8,
imageSize,imageSize,0,GL4.GL_RGB,GL4.GL_无符号_字节,imageBuff[i]);
}
gl.glTexParameteri(GL4.gl_纹理_立方体_贴图,GL4.gl_纹理_贴图过滤器,GL4.gl_线性);
gl.glTexParameteri(GL4.gl_纹理_立方体_贴图,GL4.gl_纹理_最小_过滤器,GL4.gl_线性);
原始图像:
映射结果:
更新:
提供了此替代方案:最终证明颜色正确,但仍然存在一个小问题(方向相反),请参见以下结果:
String fileDir;
TextureData texData = null;
for (int i = 0; i < 6; i++)
{
fileDir = "images/skybox/sky" + (i + 1) + ".jpg";
try
{
texData = TextureIO.newTextureData(gl.getGLProfile(),
new File(fileDir), false, TextureIO.JPG);
texDataBuff[i] = texData.getBuffer();
texDataBuff[i].rewind();
//notice that the image used for skybox must be square
imageSize = texData.getHeight();
}
catch (IOException e)
{
e.printStackTrace();
}
}
gl.glGenTextures(1, cubeTexBuff);
gl.glBindTexture(GL4.GL_TEXTURE_CUBE_MAP, cubeTexBuff.get(0));
gl.glTexStorage2D(GL4.GL_TEXTURE_CUBE_MAP, 0, GL4.GL_RGB8, imageSize, imageSize);
for (int i = 0; i < 6; i++)
{
gl.glTexImage2D(GL4.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL4.GL_RGB8,
imageSize, imageSize, 0, texData.getPixelFormat(), texData.getPixelType(), texDataBuff[i]);
}
gl.glTexParameteri(GL4.GL_TEXTURE_CUBE_MAP, GL4.GL_TEXTURE_MAG_FILTER, GL4.GL_LINEAR);
gl.glTexParameteri(GL4.GL_TEXTURE_CUBE_MAP, GL4.GL_TEXTURE_MIN_FILTER, GL4.GL_LINEAR);
stringfiledir;
TextureData texData=null;
对于(int i=0;i<6;i++)
{
fileDir=“images/skybox/sky”+(i+1)+“.jpg”;
尝试
{
texData=TextureIO.newTextureData(gl.getGLProfile(),
新文件(fileDir),false,TextureIO.JPG);
texDataBuff[i]=texData.getBuffer();
texDataBuff[i].倒带();
//请注意,用于skybox的图像必须是正方形
imageSize=texData.getHeight();
}
捕获(IOE异常)
{
e、 printStackTrace();
}
}
gl.glGenTextures(1,立方英尺);
gl.glBindTexture(GL4.gl_纹理_立方体_贴图,cubeTexBuff.get(0));
gl.glTexStorage2D(GL4.gl_纹理_立方体_贴图,0,GL4.gl_RGB8,imageSize,imageSize);
对于(int i=0;i<6;i++)
{
gl.glTexImage2D(GL4.gl_纹理_立方体_贴图_正X+i,0,GL4.gl_RGB8,
imageSize,imageSize,0,texData.getPixelFormat(),texData.getPixelType(),texDataBuff[i]);
}
gl.glTexParameteri(GL4.gl_纹理_立方体_贴图,GL4.gl_纹理_贴图过滤器,GL4.gl_线性);
gl.glTexParameteri(GL4.gl_纹理_立方体_贴图,GL4.gl_纹理_最小_过滤器,GL4.gl_线性);
原始图像:
映射结果:
您可以通过翻页来完成此操作
ImageUtil.flipImageVertically(imageBuff[i]);
{
TextureData textureData = AWTTextureIO.newTextureData(gl3.getGLProfile(), textureBuffIm,
mipmap);
gl3.glBindTexture(GL3.GL_TEXTURE_2D, objects[Objects.texture.ordinal()]);
{
int[] alignment = new int[1];
gl3.glGetIntegerv(GL3.GL_UNPACK_ALIGNMENT, alignment, 0);
// System.out.println("alignment[0] "+alignment[0]);
// System.out.println("textureData.getAlignment() "+textureData.getAlignment());
if (alignment[0] != textureData.getAlignment()) {
gl3.glPixelStorei(GL3.GL_UNPACK_ALIGNMENT, textureData.getAlignment());
}
{
gl3.glTexImage2D(GL3.GL_TEXTURE_2D, 0, textureData.getInternalFormat(), textureData.getWidth(),
textureData.getHeight(), textureData.getBorder(), textureData.getPixelFormat(),
textureData.getPixelType(), textureData.getBuffer());
}
if (alignment[0] != textureData.getAlignment()) {
gl3.glPixelStorei(GL3.GL_UNPACK_ALIGNMENT, alignment[0]);
}
请记住,AWTTextureIO
始终会翻转纹理,因此,如果您想使纹理正确,请先将其翻转,以便AWTTextureIO
将其翻转回来,您将获得原始图像。
如果您仍然需要使用
imageBuffered
的话,您可以将其翻转回去,尝试类似@elect Fixed的方法。非常感谢你。但我仍然不知道为什么我不能用我的方式实现这一点。检查internalFormat、pixelFormat、pixelType和对齐方式。你可以翻转纹理坐标或使用更快速、更健壮的TextureIO。