为什么我的纹理没有显示PyOpenGL
我什么都试过了,但还是没有错。我正试着把
球体对象上的纹理。
"""
Minimal texture on sphere demo
This is demo for showing how to put image
on sphere as texture in PyOpenGL.
"""
from OpenGL.GLUT import *
from OpenGL.GLU import *
from OpenGL.GL import *
from PIL import Image
import numpy
def run_scene():
glutInit()
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
glutCreateWindow("Minimal sphere OpenGL")
lightning()
glutDisplayFunc(draw_sphere)
glMatrixMode(GL_PROJECTION)
gluPerspective(40, 1, 1, 40)
glMatrixMode(GL_MODELVIEW)
gluLookAt(0, 0, 10,
0, 0, 0,
0, 1, 0)
glPushMatrix()
glutMainLoop()
return
def lightning():
glEnable(GL_DEPTH_TEST)
glEnable(GL_LIGHTING)
glEnable(GL_BLEND)
glLightfv(GL_LIGHT0, GL_POSITION, [10, 4, 10, 1])
glLightfv(GL_LIGHT0, GL_DIFFUSE, [0.8, 1, 0.8, 1])
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1)
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05)
glEnable(GL_LIGHT0)
return
def draw_sphere():
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glPushMatrix()
texture_id = read_texture('mars.png')
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, texture_id)
glEnable(GL_TEXTURE_GEN_S)
glEnable(GL_TEXTURE_GEN_T)
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP)
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP)
glutSolidSphere(1, 50, 50)
glDisable(GL_TEXTURE_2D)
glPopMatrix()
glutSwapBuffers()
return
def read_texture(filename):
img = Image.open(filename)
img_data = numpy.array(list(img.getdata()), numpy.int8)
texture_id = glGenTextures(1)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.size[0], img.size[1], 0,
GL_RGB, GL_UNSIGNED_BYTE, img_data)
return texture_id
if __name__ == '__main__':
run_scene()
帮我个忙我自己解决不了这个问题。
-
在“read\u texture()`中,生成纹理名称后,不绑定它。所以呢
随后与纹理相关的调用将转到默认纹理,而不是
新创建的纹理。texture_id = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, texture_id) # This is what's missing
因为你的图片是PNG图片。然后
list(img.getdata获取数据())
将是一个
包含(R,G,B,A)
‘的元组列表。所以打电话给“glTexImage2D”时
需要告诉您的数据是“GL\u RGBA”而不是“GL\u RGB”。glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.size[0], img.size[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data)
You can also automate it.
format = GL_RGB if img.mode == "RGB" else GL_RGBA glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.size[0], img.size[1], 0, format, GL_UNSIGNED_BYTE, img_data)
You can also convert it to not have an alpha channel.
img = img.convert("RGB")
当然,在打电话之前需要做些什么
img.getdata获取数据()
.也是一个重要的注意事项。您正在“draw\u sphere()”中调用“read\u texture()”。
这意味着每次调用“draw\u sphere()”时,都会加载图像并
将创建新纹理。你真的不想那么做。而不是以前
调用glutMainLoop()
callread\u texture()
并将结果存储为
全局名称。