下面的代码是在我的JOGL练习应用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 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();
每个立方体都会调用此代码,每个立方体的初始化都相同,但是某些立方体的纹理处理方式不同且“模糊”,而其余的则不然,
这是一张图片:
这个渲染方法在每个 block 的每一帧都被调用,那么问题是如何永久地出现在单个 block 上的呢?
还有一个附带问题,我的应用程序存在大量内存泄漏,我无法追踪,问题出在这里吗?除了设置相机和光源之外,这是 OpenGL 代码的主要部分!
最佳答案
GL_TEXTURE_MAG_FILTER
是每个纹理对象的状态。绑定(bind)你的纹理对象,然后设置它。
关于java - openGL/JOGL : Why do some Textures render "Smoothed" and some not?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/7365144/