如何在此代码中禁用纹理

How can I disable the texture in this code?

本文关键字:纹理 代码      更新时间:2023-10-16

我正在与Vuforia一起玩,这是OpenGL代码,但我真的不知道一切的作用。我只想在此禁用纹理,因为我从.obj文件生成的代码不包含纹理文件。

我只是想让某人告诉我每个块的作用以及如何清除纹理,因此我的模型完全是白色的(或白色的阴影,如果很容易做到)。

// Clear colour and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Render video background
[appRenderer renderVideoBackground];
glEnable(GL_DEPTH_TEST);
// We must detect if background reflection is active and adjust the culling direction.
// If the reflection is active, this means the pose matrix has been reflected as well,
// therefore standard counter clockwise face culling will result in "inside out" models.
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
for (int i = 0; i < state.getNumTrackableResults(); ++i) {
    // Get the trackable
    const Vuforia::TrackableResult* result = state.getTrackableResult(i);
    Vuforia::Matrix44F modelViewMatrix = Vuforia::Tool::convertPose2GLMatrix(result->getPose());
    // OpenGL 2
    Vuforia::Matrix44F modelViewProjection;
    VuforiaApplicationUtils::translatePoseMatrix(0.0f, 0.0f, kObjectScale, &modelViewMatrix.data[0]);
    VuforiaApplicationUtils::scalePoseMatrix(kObjectScale, kObjectScale, kObjectScale, &modelViewMatrix.data[0]);
    VuforiaApplicationUtils::multiplyMatrix(&projectionMatrix.data[0], &modelViewMatrix.data[0], &modelViewProjection.data[0]);
    glUseProgram(shaderProgramID);
    glVertexAttribPointer(vertexHandle, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)teapotVertices);
    glVertexAttribPointer(normalHandle, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)teapotNormals);
    glVertexAttribPointer(textureCoordHandle, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)teapotTexCoords);
    glEnableVertexAttribArray(vertexHandle);
    glEnableVertexAttribArray(normalHandle);
    glEnableVertexAttribArray(textureCoordHandle);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, augmentationTexture[i].textureID);
    glUniformMatrix4fv(mvpMatrixHandle, 1, GL_FALSE, (const GLfloat*)&modelViewProjection.data[0]);
    glUniform1i(texSampler2DHandle, 0 /*GL_TEXTURE0*/);
    glDrawElements(GL_TRIANGLES, NUM_TEAPOT_OBJECT_INDEX, GL_UNSIGNED_SHORT, (const GLvoid*)teapotIndices);
    glDisableVertexAttribArray(vertexHandle);
    glDisableVertexAttribArray(normalHandle);
    glDisableVertexAttribArray(textureCoordHandle);
    VuforiaApplicationUtils::checkGlError("EAGLView renderFrameVuforia");
}
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);

glDrawElements调用似乎很重要,但是如果我不需要纹理,我会通过什么?我启用并禁用VertexAttribArray吗?那怎么办?

最简单的方法是编辑使用纹理使用白色的着色器代码。它应该类似于用texture2D(texture, coord)替换CC_4

另外,您可以使用glTexImage2d上载可以在包含以下数据的1x1缓冲区中创建的白色纹理:

GLubyte texdata[1 * 1 * 4] = {0xFF, 0xFF, 0xFF, 0xFF};