glActiveTexture 默认行为与预期不符

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【中文标题】glActiveTexture 默认行为与预期不符【英文标题】:glActiveTexture default behavior not as anticipated 【发布时间】:2018-03-28 19:21:04 【问题描述】:

我想澄清一下默认的 OpenGL 行为。据我了解,默认的活动纹理单元为 0 (GL_TEXTURE0),除非通过 glActiveTexture 明确更改,否则将保持不变。

我之所以这么问,是因为我遇到了无法解释且有问题的行为。在加载并将纹理绑定到GL_TEXTURE_2D(假设GL_TEXTURE0 处于活动状态)后,我无法显示它,直到我将活动纹理设置为GL_TEXTURE1。甚至在加载后第一次绑定之前显式调用glActiveTexture(GL_TEXTUREX),然后在我在绘图期间使用它时重复此调用也无济于事。仅当我在绑定和分配给着色器之前调用 glActiveTexture(GL_TEXTURE1) 时才会显示纹理。

当我尝试使用更多纹理时重复此过程,我必须根据我加载和第一次绑定纹理的顺序显式设置每个 glActiveTexture(GL_TEXTURE...),然后再绑定它们并将它们分配给着色器。即使我没有使用我加载的第一个纹理进行绘制,我仍然必须调用glActiveTexture(GL_TEXTURE2)...而不是GL_TEXTURE1,或者更好的是GL_TEXTURE0,因为我什至还没有调用glActiveTexture(...)观点。我认为后者是根据 GL 规范应该发生的。

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glActiveTexture.xhtml

这是司机主义吗?

戴尔 Precision M6800、nV K2200M、GL 4.1 和 3.3。

更新:孤立的例子。

 #include <Windows.h>
#include <gl\GL.h>
#include "glext.h"
#include "wglext.h"

#include <vector>
#include <memory>
#include <atlimage.h>

namespace

    class GLFunc
    
    public:
        GLFunc()
        
            glCreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
            glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
            glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
            glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
            glAttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
            glDetachShader = (PFNGLDETACHSHADERPROC)wglGetProcAddress("glDetachShader");
            glLinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
            glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
            glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)wglGetProcAddress("glGenFramebuffers");
            glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebuffer");
            glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)wglGetProcAddress("glGenRenderbuffers");
            glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)wglGetProcAddress("glBindRenderbuffer");
            glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)wglGetProcAddress("glRenderbufferStorage");
            glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)wglGetProcAddress("glFramebufferRenderbuffer");
            glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)wglGetProcAddress("glFramebufferTexture");
            glDrawBuffers = (PFNGLDRAWBUFFERSPROC)wglGetProcAddress("glDrawBuffers");
            glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)wglGetProcAddress("glCheckFramebufferStatus");
            glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)wglGetProcAddress("glGenVertexArrays");
            glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
            glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
            glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)wglGetProcAddress("glDeleteFramebuffers");
            glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)wglGetProcAddress("glDeleteRenderbuffers");
            glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)wglGetProcAddress("glDeleteVertexArrays");
            glGetShaderiv = (PFNGLGETSHADERIVPROC)wglGetProcAddress("glGetShaderiv");
            glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog");
            glGetProgramiv = (PFNGLGETPROGRAMIVPROC)wglGetProcAddress("glGetProgramiv");
            glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)wglGetProcAddress("glGetProgramInfoLog");
            glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
            glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray");
            glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer");
            glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)wglGetProcAddress("glBindVertexArray");
            glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation");
            glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)wglGetProcAddress("glUniformMatrix2fv");
            glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)wglGetProcAddress("glUniformMatrix3fv");
            glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv");
            glUniform1f = (PFNGLUNIFORM1FPROC)wglGetProcAddress("glUniform1f");
            glUniform2f = (PFNGLUNIFORM2FPROC)wglGetProcAddress("glUniform2f");
            glUniform3f = (PFNGLUNIFORM3FPROC)wglGetProcAddress("glUniform3f");
            glUniform4f = (PFNGLUNIFORM4FPROC)wglGetProcAddress("glUniform4f");
            glUniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i");
            glUniform2i = (PFNGLUNIFORM2IPROC)wglGetProcAddress("glUniform2i");
            glUniform3i = (PFNGLUNIFORM3IPROC)wglGetProcAddress("glUniform3i");
            glUniform4i = (PFNGLUNIFORM4IPROC)wglGetProcAddress("glUniform4i");
            glActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture");
            glDeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader");
            
        

        PFNGLCREATEPROGRAMPROC glCreateProgram;
        PFNGLCREATESHADERPROC glCreateShader;
        PFNGLSHADERSOURCEPROC glShaderSource;
        PFNGLCOMPILESHADERPROC glCompileShader;
        PFNGLATTACHSHADERPROC glAttachShader;
        PFNGLDETACHSHADERPROC glDetachShader;
        PFNGLLINKPROGRAMPROC glLinkProgram;
        PFNGLUSEPROGRAMPROC glUseProgram;
        PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
        PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
        PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
        PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
        PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
        PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
        PFNGLFRAMEBUFFERTEXTUREPROC glFramebufferTexture;
        PFNGLDRAWBUFFERSPROC glDrawBuffers;
        PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
        PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
        PFNGLBINDBUFFERPROC glBindBuffer;
        PFNGLBUFFERDATAPROC glBufferData;
        PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
        PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
        PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
        PFNGLGETSHADERIVPROC glGetShaderiv;
        PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
        PFNGLGETPROGRAMIVPROC glGetProgramiv;
        PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
        PFNGLGENBUFFERSPROC glGenBuffers;
        PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
        PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
        PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
        PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
        PFNGLUNIFORMMATRIX2FVPROC glUniformMatrix2fv;
        PFNGLUNIFORMMATRIX3FVPROC glUniformMatrix3fv;
        PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
        PFNGLUNIFORM1FPROC glUniform1f;
        PFNGLUNIFORM2FPROC glUniform2f;
        PFNGLUNIFORM3FPROC glUniform3f;
        PFNGLUNIFORM4FPROC glUniform4f;
        PFNGLUNIFORM1IPROC glUniform1i;
        PFNGLUNIFORM2IPROC glUniform2i;
        PFNGLUNIFORM3IPROC glUniform3i;
        PFNGLUNIFORM4IPROC glUniform4i;
        PFNGLACTIVETEXTUREPROC glActiveTexture;
        PFNGLDELETESHADERPROC glDeleteShader;
    ;

    static HGLRC hglrc_;
    static GLFunc* gl_;

    unsigned int points_;
    unsigned int uvs_;
    unsigned int indexes_;
    unsigned int vao_;
    unsigned int calibrationTexture_;

    unsigned int vertexShader_;
    unsigned int fragmentShader_;
    unsigned int programID_;

    struct Vector3
    
        Vector3(float x, float y, float z)
            :   x_(x), y_(y), z_(z)
        
        

        float x_;
        float y_;
        float z_;
    ;

    struct Vector2
    
        Vector2(float x, float y)
            : x_(x), y_(y)
        
        

        float x_;
        float y_;
    ;

    struct Texture
    
        Texture(unsigned int width, unsigned int height)
            : width_(width), height_(height)
        
            bits_.insert(bits_.end(), width*height * 3, 0);
        

        unsigned char* GetTexel(unsigned int x, unsigned int y)
        
            return &bits_[((x * height_) + y)*3];
        

        unsigned int width_;
        unsigned int height_;
        std::vector<unsigned char> bits_;
    ;

    unsigned int CompileVertexShader(const std::string& sourceCode)
    
        GLint result = GL_FALSE;
        GLuint vertexShaderID = gl_->glCreateShader(GL_VERTEX_SHADER);
        const char* src = sourceCode.c_str();
        gl_->glShaderSource(vertexShaderID, 1, &src, NULL);
        gl_->glCompileShader(vertexShaderID);

        gl_->glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &result);
        if (result == GL_FALSE)
        
            int infoLogLength;
            gl_->glGetShaderiv(vertexShaderID, GL_INFO_LOG_LENGTH, &infoLogLength);
            std::vector<GLchar> error(infoLogLength);
            gl_->glGetShaderInfoLog(vertexShaderID, infoLogLength, &infoLogLength, &error[0]);
            std::string errStr(&error[0], error.size());
            OutputDebugString(errStr.c_str());
            return 0;
        
        return vertexShaderID;
    

    unsigned int CompileFragmentShader(const std::string& sourceCode)
    
        GLint result = GL_FALSE;
        GLuint fragmentShaderID = gl_->glCreateShader(GL_FRAGMENT_SHADER);
        const char* src = sourceCode.c_str();
        gl_->glShaderSource(fragmentShaderID, 1, &src, NULL);
        gl_->glCompileShader(fragmentShaderID);

        gl_->glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &result);
        if (result == GL_FALSE)
        
            int infoLogLength;
            gl_->glGetShaderiv(fragmentShaderID, GL_INFO_LOG_LENGTH, &infoLogLength);
            std::vector<GLchar> error(infoLogLength);
            gl_->glGetShaderInfoLog(fragmentShaderID, infoLogLength, &infoLogLength, &error[0]);
            std::string errStr(&error[0], error.size());
            OutputDebugString(errStr.c_str());
            return 0;
        
        return fragmentShaderID;
    

    unsigned int LinkShaderProgram(unsigned int vertexShader, unsigned int fragmentShader)
    
        // attempt to link the program...
        GLint result = GL_FALSE;

        unsigned int programID = gl_->glCreateProgram();
        gl_->glAttachShader(programID, vertexShader);
        gl_->glAttachShader(programID, fragmentShader);

        gl_->glLinkProgram(programID);
        gl_->glGetProgramiv(programID, GL_LINK_STATUS, &result);
        if (result == GL_FALSE)
        
            int InfoLogLength;
            gl_->glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &InfoLogLength);
            std::vector<GLchar> error(InfoLogLength);
            gl_->glGetProgramInfoLog(programID, InfoLogLength, &InfoLogLength, &error[0]);
            std::string errStr(&error[0], error.size());
            OutputDebugString(errStr.c_str());
            return 0;
        

        gl_->glDetachShader(programID, vertexShader);
        gl_->glDetachShader(programID, fragmentShader);

        return programID;
    

    void SetUniform(const std::string& name, unsigned int ID)
    
        int location = gl_->glGetUniformLocation(programID_, name.c_str());
        if (location < 0)
            OutputDebugString("Unable to find uniform location :(");
        else
            gl_->glUniform1i(location, ID);
    

    std::shared_ptr<Texture> LoadTexture(const std::string& filename)
    
        CImage image;
        image.Load(filename.c_str());
        std::shared_ptr<Texture> texture(new Texture(image.GetWidth(), image.GetHeight()));
        for (int y = image.GetHeight() - 1; y >= 0; --y)
        
            for (int x = 0; x < image.GetWidth(); ++x)
            
                unsigned char* target = texture->GetTexel(x, y);
                unsigned char* source = reinterpret_cast<unsigned char*>(image.GetPixelAddress(x, y));
                for ( unsigned int c = 0; c < 3; ++c )
                    *(target+c) = *(source+c);
            
        

        return texture;
    



extern "C" __declspec(dllexport) int OpenGLInit(void* hdc)

    // We need to create a context or get an existing one that fits the supplied context.
    // first check we have a valid device context
    if (!hdc)
        return 1;

    HDC hDC = static_cast<HDC>(hdc);
    if (!hDC)
        return 2;

    // we then need to get a valid DC...
    PIXELFORMATDESCRIPTOR pfd;
    memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
    pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
    pfd.nVersion = 1;
    pfd.dwFlags = PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW;
    pfd.iPixelType = PFD_TYPE_RGBA;
    pfd.cColorBits = 32;
    pfd.cDepthBits = 32;
    pfd.cStencilBits = 8;
    pfd.iLayerType = PFD_MAIN_PLANE;

    int nPixelFormat = ChoosePixelFormat(hDC, &pfd);

    if (nPixelFormat == 0)
        return 3;

    if (!SetPixelFormat(hDC, nPixelFormat, &pfd))
        return 4;

    HGLRC tempContext = wglCreateContext(hDC);
    wglMakeCurrent(hDC, tempContext);

    int attribs[] =
    
        WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
        WGL_CONTEXT_MINOR_VERSION_ARB, 1,
        WGL_CONTEXT_FLAGS_ARB, 0,
        0
    ;

    PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
    if (wglCreateContextAttribsARB)
    
        hglrc_ = wglCreateContextAttribsARB(hDC, 0, attribs);
        wglMakeCurrent(NULL, NULL);
        wglDeleteContext(tempContext);
        if (!wglMakeCurrent(hDC, hglrc_))
            return 5;
    

    // Initialise the functions..
    gl_ = new GLFunc();

    // Cache the geometry for a quad
    float v = 1.0f;

    std::vector<Vector3> quadPoints = std::initializer_list<Vector3>(
        Vector3(-v, -v, 0),
        Vector3(v, -v, 0),
        Vector3(v, v, 0),
        Vector3(-v, v, 0)
    );


    std::vector<Vector2> quadUVs = std::initializer_list<Vector2>(
        Vector2(0, 0),
        Vector2(1.0f, 0),
        Vector2(1.0f, 1.0f),
        Vector2(0, 1.0f)
    );

    std::vector<unsigned int> quadIndexes = std::initializer_list<unsigned int>(
        0, 1, 2, 2, 3, 0
    );

    gl_->glGenVertexArrays(1, &vao_);
    gl_->glBindVertexArray(vao_);

    // Cache the points...
    gl_->glGenBuffers(1, &points_);
    gl_->glBindBuffer(GL_ARRAY_BUFFER, points_);
    gl_->glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * quadPoints.size(), &quadPoints[0].x_, GL_STATIC_DRAW);
    gl_->glEnableVertexAttribArray(0);
    gl_->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);

    // Cache the UVs...
    gl_->glGenBuffers(1, &uvs_);
    gl_->glBindBuffer(GL_ARRAY_BUFFER, uvs_);
    gl_->glBufferData(GL_ARRAY_BUFFER, sizeof(float) * quadUVs.size() * 2, &quadUVs[0].x_, GL_STATIC_DRAW);
    gl_->glEnableVertexAttribArray(1);
    gl_->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);

    // Cache the indexes...
    gl_->glGenBuffers(1, &indexes_);
    gl_->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexes_);
    gl_->glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * quadIndexes.size(), &quadIndexes[0], GL_STATIC_DRAW);

    gl_->glBindBuffer(GL_ARRAY_BUFFER, NULL);
    gl_->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, NULL);
    gl_->glBindVertexArray(NULL);
    
    // Load the texture...
    std::shared_ptr<Texture> calibrationImage = LoadTexture("uvgrid.jpg");

    glGenTextures(1, &calibrationTexture_);
    glBindTexture(GL_TEXTURE_2D, calibrationTexture_);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, calibrationImage->width_, calibrationImage->height_, 0, GL_RGB, GL_UNSIGNED_BYTE, &calibrationImage->bits_[0]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glBindTexture(GL_TEXTURE_2D, NULL);

    // Compile the shaders
    const char* fragmentSource = R"(
    #version 410 core

    uniform sampler2D quadTexture;
    in vec2 UV;
    out vec3 COLOUR;

    void main()
    
        //COLOUR = vec3(UV.st, 0);
        COLOUR = texture(quadTexture, UV).bgr;
    
    )";

    const char* vertexSource = R"(
    #version 410 core

    in vec3 inP;
    in vec2 inUV;
    out vec2 UV;

    void main()
    
        gl_Position = vec4(inP, 1.0);
        UV = inUV;
    
    )";

    vertexShader_ = CompileVertexShader(vertexSource);
    fragmentShader_ = CompileFragmentShader(fragmentSource);
    programID_ = LinkShaderProgram(vertexShader_, fragmentShader_);

    return 0;


extern "C" __declspec(dllexport) void OpenGLKill()

    wglDeleteContext(hglrc_);


extern "C" __declspec(dllexport) void OpenGLDraw(void* hdc, float rotation)

    HDC validHDC = static_cast<HDC>(hdc);

    glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    gl_->glUseProgram(programID_);
    gl_->glBindVertexArray(vao_);
    gl_->glBindBuffer(GL_ARRAY_BUFFER, uvs_);
    gl_->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexes_);

    // Assign the texture...
    gl_->glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, calibrationTexture_);
    SetUniform("quadTexture", calibrationTexture_);

    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

    gl_->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, NULL);
    gl_->glBindVertexArray(NULL);
    gl_->glUseProgram(NULL);

    SwapBuffers(validHDC);


extern "C" __declspec(dllexport) void OpenGLResize(int width, int height)

    glViewport(0, 0, width, height);

    //glMatrixMode(GL_PROJECTION);
    //glLoadIdentity();
    //glOrtho(width / static_cast<float>(height), -width / static_cast<float>(height), -1.0f, 1.0f, 0.1f, 100.0f);

包含 wpf 客户端的完整代码:https://github.com/spiroyster/wpfogl (分支“GL4”)。

如前所述,我必须在绘制例程期间绑定纹理之前显式调用gl_-&gt;glActiveTexture(GL_TEXTURE1),即使在此之前我从未设置过活动纹理单元(并且在上下文中只加载了一个纹理)。如果我删除该行,即活动纹理单元保留为GL_TEXTURE0,它不会显示纹理。

然后对于我加载的所有后续纹理...即必须将活动纹理单元设置为GL_TEXTURE2,如果它是我在此实例/上下文期间加载的第二个纹理...即使即使我只使用所说的纹理。即即使我只使用第二个纹理进行绘制(而不是第一个加载的纹理),我仍然必须将活动纹理单元显式设置为GL_TEXTURE2

【问题讨论】:

向我们展示您演示问题的代码,最好简化为minimal reproducible example。 @HolyBlackCat:同意。另见:***.com/questions/8866904/… 好的,谢谢,我会尽快整理一个孤立的例子。 @HolyBlackCat 代码示例已添加。 @Acorn 感谢您的建议,遗憾的是在这种情况下没有添加任何内容。干杯 【参考方案1】:

您必须为纹理采样器统一设置的值是纹理单元的索引,而不是纹理对象。

像这样更改您的代码:

gl_->glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, calibrationTexture_);

// this is wrong
//SetUniform("quadTexture", calibrationTexture_);

SetUniform( "quadTexture", 1 ); // 1 because of GL_TEXTURE1

见OpenGL 4.6 API Compatibility Profile Specification; 7.10 Samplers; page 154:

采样器是 OpenGL 着色语言中用于识别的特殊制服 用于每个纹理查找的纹理对象。采样器的值表示正在访问的纹理图像单元。将采样器的值设置为i 选择纹理图像单元号i

注意,纹理对象的“名称”由

生成
glGenTextures(1, &calibrationTexture_);

此“名称”(整数)取决于硬件和驱动程序。 但是由于您的代码中只生成了 1 个纹理对象,因此名称的值很有可能是 1。

这意味着,当你设置

gl_->glActiveTexture(GL_TEXTURE1);

您的代码有效,因为 calibrationTexture_ 的值为 1。

【讨论】:

是的,这解决了它(并且有意义),非常感谢。并感谢您链接 4.6 文档。

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