问题
I want to render an Openscenegraph model with textures under two constraints:
1) Using shaders (opengles20) 2) Uploading the textures to the textureUnit1 on the GPU (NO the default textureUnit0)
I thought I was doing right but still I am getting non textured models (only the mesh).
Here are the shaders (notice that I use gl_MultiTexCoord1):
static const char gVertexShader1[] = {
"varying vec2 texCoords;\n"
"void main()\n"
"{\n"
" texCoords = gl_MultiTexCoord1.st;\n"
" gl_Position = ftransform();\n"
"}\n"
};
static const char gFragmentShader1[] = {
"varying vec2 texCoords;\n"
"uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex, texCoords);\n"
"}\n"
};
The loaded osg model also specifies texture unit 1 in all the texture images, for instance:
textureUnit 1 {
GL_TEXTURE_2D ON
Texture2D {
UniqueID Texture2D_1
file "/storage/sdcard0/osg/textures/p51d-jw-05.png"
wrap_s REPEAT
wrap_t REPEAT
wrap_r CLAMP
min_filter LINEAR_MIPMAP_LINEAR
mag_filter LINEAR
maxAnisotropy 1
borderColor 0 0 0 0
borderWidth 0
useHardwareMipMapGeneration TRUE
unRefImageDataAfterApply TRUE
internalFormatMode USE_IMAGE_DATA_FORMAT
resizeNonPowerOfTwo TRUE
}
And finally the C++ code:
//Load model
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFile(newModel.filename);
//Assign program
osg::ref_ptr<osg::StateSet> ss = loadedModel->getOrCreateStateSet();
osg::Shader * vshader = new osg::Shader(osg::Shader::VERTEX, gVertexShader1 );
osg::Shader * fshader = new osg::Shader(osg::Shader::FRAGMENT, gFragmentShader1 );
osg::Program * prog = new osg::Program;
prog->addShader ( vshader );
prog->addShader ( fshader );
ss->setAttributeAndModes(prog);
//Uniforms
osg::ref_ptr<osg::Texture2D> bodyTexture = new osg::Texture2D;
bodyTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
bodyTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
bodyTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
bodyTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
ss->setTextureAttributeAndModes(1, bodyTexture.get());
ss->addUniform(new osg::Uniform("tex", 1));
Any idea?
Thanks,
JM
回答1:
The way you set the texture to tex unit 1 is correct, are you sure the model you're loading contains texture coordinates at index 1 as well?
Just make sure there are such tex coords, otherwise try reusing a different tex coord index like gl_MultiTexCoord0
来源:https://stackoverflow.com/questions/39178777/trying-to-load-an-osg-model-with-textures-allocated-in-textureunit1