Java openGL/JOGL:为什么有些纹理渲染;平滑的;还有一些没有?
以下代码是在我的JOGL practice应用程序中渲染单个立方体的方法:Java openGL/JOGL:为什么有些纹理渲染;平滑的;还有一些没有?,java,opengl,memory-leaks,render,textures,Java,Opengl,Memory Leaks,Render,Textures,以下代码是在我的JOGL practice应用程序中渲染单个立方体的方法: public void render(GL gl) { texture.enable(); gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST); texture.bind(); // textures clock
public void render(GL gl)
{
texture.enable();
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
texture.bind(); // textures clockwise from top left when
// facing
gl.glBegin(GL.GL_QUADS);
// north facing side
if (renderSide[0])
{
gl.glNormal3i(0, 1, 0);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3fv(v2, 0);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3fv(v1, 0);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3fv(v5, 0);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3fv(v6, 0);
}
// east facing side
if (renderSide[1])
{
gl.glNormal3i(1, 0, 0);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3fv(v3, 0);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3fv(v2, 0);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3fv(v6, 0);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3fv(v7, 0);
}
// south facing side
if (renderSide[2])
{
gl.glNormal3i(0, -1, 0);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3fv(v4, 0);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3fv(v3, 0);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3fv(v7, 0);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3fv(v8, 0);
}
// west facing side
if (renderSide[3])
{
gl.glNormal3i(-1, 0, 0);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3fv(v1, 0);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3fv(v4, 0);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3fv(v8, 0);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3fv(v5, 0);
}
// top side
if (renderSide[4])
{
gl.glNormal3i(0, 0, 1);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3fv(v1, 0);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3fv(v2, 0);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3fv(v3, 0);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3fv(v4, 0);
}
gl.glEnd();
texture.disable();
此代码针对每个立方体调用,每个立方体的初始化方式相同,但某些立方体的纹理处理方式不同且“模糊”,而其他立方体则不同
这是一张图片:
对于每个块,每个帧都会调用此渲染方法,那么对于单个块,问题清单本身是如何永久存在的呢
另外一个附带问题是,我的应用程序存在大量内存泄漏,我无法追踪,问题是否在这里?除了设置相机和光源,这是大部分OpenGL代码
GL\u纹理贴图过滤器是每个纹理对象状态。绑定纹理对象,然后设置它。击中头部的钉子!多谢各位