无法从字节数组(JOGL)创建纹理

时间:2015-08-29 14:52:03

标签: java opengl textures jogl

我正在尝试将C#应用程序移植到Java,而我目前正在翻译OpenGL代码。在C#app中使用了OpenTK,在Java中我选择了JOGL。当我尝试创建纹理时,程序会抛出异常。这是引起麻烦的代码:

            BMD0.Model.ModelData.Material.MatDef mat = (BMD0.Model.ModelData.Material.MatDef) model.model.mdlData[0].material.material[i];
            ImageData tmp_tex = Nsbtx.getTexture(tex, mat.texID, mat.palID).getImageData();
            gl.glBindTexture(GL2.GL_TEXTURE_2D, texturesID.get(i));
            ByteBuffer tmp_tex_data = ByteBuffer.allocate(tmp_tex.data.length);
            tmp_tex_data.put(tmp_tex.data);
            tmp_tex_data.flip();
            gl.glTexImage2D(texturesID.get(i), 0, GL2.GL_RGB, tmp_tex.width, tmp_tex.height, 0, GL2.GL_RGB, GL2.GL_UNSIGNED_BYTE, tmp_tex_data);
            texturesGL.put(i, texturesID.get(i));

例外是:

java.lang.IndexOutOfBoundsException: Required 192 remaining bytes in buffer, only had 32

我使用SWT的ImageData加载我在RAM中的图像(它不是外部文件),它只有32字节长!为什么JOGL期望这么多字节?!

这是我的第一个使用OpenGL的程序之一,所以我不是那个专家......

编辑:这是相应的C#代码:

        int id = GL.GenTexture();
        GL.BindTexture(TextureTarget.Texture2D, id);

        Bitmap bmp = BTX0.GetTexture(pluginHost, tex, num_tex, num_pal);
        System.Drawing.Imaging.BitmapData bmp_data = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppRgb);

        GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, bmp_data.Width, bmp_data.Height, 0,
            OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, bmp_data.Scan0);

        bmp.UnlockBits(bmp_data);

        GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (float)TextureMagFilter.Nearest);
        GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (float)TextureMinFilter.Nearest);
        GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (float)TextureWrapMode.Repeat);
        GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (float)TextureWrapMode.Repeat);
        return id;

1 个答案:

答案 0 :(得分:2)

好的,我通过取消索引所有内容并使RGBA(也有alpha值)值得到解决。

            BMD0.Model.ModelData.Material.MatDef mat = (BMD0.Model.ModelData.Material.MatDef) model.model.mdlData[0].material.material[i];
            ImageData tmp_tex = Nsbtx.getTexture(tex, mat.texID, mat.palID).getImageData();
            gl.glBindTexture(GL2.GL_TEXTURE_2D, texturesID.get(i));
            ByteBuffer tmp_tex_data = ByteBuffer.allocate(tmp_tex.height * tmp_tex.width * 4);
            PaletteData pal = tmp_tex.palette;
            for (int h = 0; h < tmp_tex.height; h++) {
                for (int w = 0; w < tmp_tex.width; w++) {
                    tmp_tex_data.put((byte) pal.getRGB(tmp_tex.getPixel(w, h)).red);
                    tmp_tex_data.put((byte) pal.getRGB(tmp_tex.getPixel(w, h)).green);
                    tmp_tex_data.put((byte) pal.getRGB(tmp_tex.getPixel(w, h)).blue);
                    tmp_tex_data.put((byte) tmp_tex.getAlpha(w, h));
                }
            }
            tmp_tex_data.flip();
            gl.glTexImage2D(GL2.GL_TEXTURE_2D, 0, GL2.GL_RGBA, tmp_tex.width, tmp_tex.height, 0, GL2.GL_RGBA, GL2.GL_UNSIGNED_BYTE, tmp_tex_data);
            texturesGL.put(i, texturesID.get(i));