webGL纹理未显示在矩形中

时间:2016-04-09 13:15:56

标签: javascript canvas webgl

我有问题纹理我的矩形在哪里显示黑色画布而不是纹理画布与图像。

首先,我像往常一样创建webGL程序,附加着色器并链接webGL程序。

然后我在这样加载图像时创建纹理:

var texture = gl.createTexture();
var image = document.createElement("img");
image.src = "https://upload.wikimedia.org/wikipedia/commons/3/3a/Saint-Gervais-les-Bains_-_Mt-Blanc_JPG01.jpg";
image.onload = function() {
    gl.bindTexture(gl.TEXTURE_2D, texture);
    // Set the parameters so we can render any size image.
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    // Upload the image into the texture.
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
  } 

之后,我将有关矩形顶点的信息传递给顶点着色器:

var pos = gl.getAttribLocation(program, "pos");
gl.enableVertexAttribArray(pos);
var pos_Buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, pos_Buffer);
var vertices = [-1.0, -1.0, // "left-down"
  -1.0, 1.0, // "left-top"
  1.0, -1.0, // "right-down"
  1.0, 1.0, // "right-top"
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.vertexAttribPointer(pos, 2, gl.FLOAT, false, 0, 0);

最后,我通过将verticies的索引传递给drawElements函数来绘制矩形:

var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
var indices = [0, 1, 2, 1, 2, 3];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array(indices), gl.STATIC_DRAW);
// draw triangles
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_BYTE, 0);

There是我问题的一个方面 请你,不知道如何解决它?

1 个答案:

答案 0 :(得分:1)

image.onload是异步函数,你在执行函数之前绘制调用(在画布上绘制时不加载图像)。

您必须将gl.drawElements放入其中:

image.onload = function() { // image.onload STARTS
    gl.bindTexture(gl.TEXTURE_2D, texture);
    // Set the parameters so we can render any size image.
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    // Upload the image into the texture.
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);

    // anything you want, blehblahbleh ...

    // draw on canvas
    gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_BYTE, 0);

} // image.onload ENDS

同样是的,跨域资源调用存在问题,但我猜你用扩展解决了它(或者对于jsfiddle测试你可能使用base64格式)。

略有更新的样本:http://jsfiddle.net/windkiller/6cLo3890/

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