2012-04-18 63 views
0

我从NSImage(可可桌面)创建2D OpenGL纹理。 我从互联网上抓起一些代码,它似乎工作。glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_BORDER,0);抛出GL_INVALID_ENUM?

但是,我开始在这里和那里插入调用glGetError()来跟踪其他呈现错误,因此我追溯到上述调用的GL_INVALID_ENUM错误。根据glTexParameteri文档,GL_TEXTURE_2D和GL_TEXTURE_BORDER似乎都是有效的参数...?

任何线索?

这是代码:

- (void) createOpenGLTexture 
{ 
[_openGLContext makeCurrentContext]; 


if (_textureID != 0) { 
    glDeleteTextures(1, &_textureID); 
    _textureID = 0; 
} 

NSSize imageSize = [_originalImage size]; 


// ............................................................. 
// Flip Image Vertically 

NSImage* image = [[NSImage alloc] initWithSize:imageSize]; 


NSRect rect = NSMakeRect(0, 0, imageSize.width, imageSize.height); 

[image lockFocus]; 

NSAffineTransform* transform = [NSAffineTransform transform]; 
[transform translateXBy:0 yBy:rect.size.height]; 
[transform scaleXBy:+1.0 yBy:-1.0]; 
[transform concat]; 
[_originalImage drawAtPoint:NSZeroPoint 
        fromRect:rect 
        operation:NSCompositeCopy 
        fraction:1]; 
[image unlockFocus]; 


// Then we grab the raw bitmap data from the NSBitmapImageRep that is 
// the ‘source’ of an NSImage 

NSBitmapImageRep* bitmap = [[NSBitmapImageRep alloc] initWithData:[image TIFFRepresentation]]; 
[image release]; 


GLenum imageFormat = GL_RGBA; 

imageSize = [bitmap size]; // Needed? 

long sourceRowBytes = [bitmap bytesPerRow]; 

// This SHOULD be enough but nope 
GLubyte* sourcePic = (GLubyte*) [bitmap bitmapData]; 

// We have to copy that raw data one row at a time….yay 
GLubyte* pic = malloc(imageSize.height * sourceRowBytes); 
GLuint i; 
GLuint intHeight = (GLuint) (imageSize.height); 

for (i = 0; i < imageSize.height; i++) { 
    memcpy(pic + (i * sourceRowBytes), 
      sourcePic + ((intHeight - i - 1)*sourceRowBytes), 
      sourceRowBytes); 
} 

[bitmap release]; 

sourcePic = pic; 


// ......................................................................... 
// Create the texture proper 

glEnable(GL_TEXTURE_2D); 
checkOpenGLError(); 

glEnable(GL_COLOR_MATERIAL); 
checkOpenGLError(); 

glGenTextures (1, &_textureID); 
checkOpenGLError(); 

glBindTexture (GL_TEXTURE_2D, _textureID); 
checkOpenGLError(); 

glPixelStorei(GL_UNPACK_ALIGNMENT,1); 
checkOpenGLError(); 

// Here we set the basic properties such as how it looks when resized and if it's bordered 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BORDER, 0); 
checkOpenGLError(); 

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 
checkOpenGLError(); 

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 
checkOpenGLError(); 

// Not really necessary all the time but we can also define if it can be tiled (repeating) 
// Here GL_TEXTURE_WRAP_S = horizontal and GL_TEXTURE_WRAP_T = vertical 
// This defaults to GL_REPEAT so we're going to prevent that by using GL_CLAMP 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); 
checkOpenGLError(); 

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); 
checkOpenGLError(); 

// And.....CREATE 
glTexImage2D(GL_TEXTURE_2D, 
      0, 
      imageFormat, 
      rect.size.width, 
      rect.size.height, 
      0, 
      imageFormat, 
      GL_UNSIGNED_BYTE, 
      sourcePic); 
checkOpenGLError(); 

glDisable(GL_TEXTURE_2D); 
checkOpenGLError(); 

glDisable(GL_COLOR_MATERIAL); 

checkOpenGLError(); 
} 
+0

顺便说一句,我会评论出有问题的命令,至少直到我发现它是绝对必要的(还没有得到渲染纹理,所以我不知道) – 2012-04-18 10:53:03

回答

4

GL_TEXTURE_BORDER不是glTexParameter有效枚举()。参考:http://www.opengl.org/sdk/docs/man/xhtml/glTexParameter.xml

您不能(也不需要)指定边界大小。 GL_TEXTURE_BORDER只是glGetTexLevelParameter()的有效枚举,用于检索分配给特定纹理级别的opengl驱动程序的边框大小。据我所知,这不再被使用,该函数在所有新系统上返回0。

不要将它与GL_TEXTURE_BORDER_COLOR混淆,GL_TEXTURE_BORDER_COLOR用于设置使用GL_CLAMP_BORDER包装模式时呈现的颜色。

+0

谢谢,我想我把它弄糊涂了与GL_TEXTURE_BORDER_COLOR。 – 2012-04-19 10:01:17

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