for 循环中未处理的异常

Unhandled exception in for loop

本文关键字:异常 未处理 循环 for      更新时间:2023-10-16

我正在尝试为我的OpenGL项目创建两个纹理。最初,我单独创建了纹理,这工作得很好。为了不重复自己,我决定尝试将它们制作成一个数组,并使用 for 循环来执行这些步骤两次。

unsigned int textures[2];
int width, height, nrChannels;
unsigned char *data = stbi_load("C:\Users\A\Desktop\wall.jpg", &width, &height, &nrChannels, 0);
glGenTextures(2, textures);
for (int i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_2D, (i == 0) ? textures[0] : textures[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, (i == 0) ? GL_RGB : GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
if (i == 1)
data = stbi_load("C:\Users\A\Desktop\awesomeface.png", &width, &height, &nrChannels, 0);
}
else
{
std::cout << "Failed to load texture!" << std::endl;
}
}

在第 13 行 (glTexImage2D( 上,我收到以下未经处理的异常:

在 LearnOpenGL.exe 中0x03EE8893 (ig9icd32.dll( 时未处理的异常:0xC0000005:访问冲突读取位置0x00942000。

基本上我有3个问题,是什么导致了此错误?我该如何解决它?无论如何,这是一种糟糕的方法吗?

编辑:

这是我的旧代码,运行良好:

unsigned int texture1, texture2;
// texture 1
// ---------
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);   // set texture wrapping to GL_REPEAT (default wrapping method)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
unsigned char *data = stbi_load("C:\Users\A\Desktop\wall.jpg", &width, &height, &nrChannels, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
// texture 2
// ---------
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);   // set texture wrapping to GL_REPEAT (default wrapping method)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
data = stbi_load("C:\Users\A\Desktop\awesomeface.png", &width, &height, &nrChannels, 0);
if (data)
{
// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);

请阅读您正在使用的库的手册。

使用 stb 加载图像时写道:

stbi_load(( 的第五个参数指定每个像素要使用的 8 位组件数。它可以设置为以下四个选项之一:

STBI_grey = 1

STBI_grey_alpha = 2

STBI_rgb = 3

STBI_rgb_alpha = 4

如果将0作为第五个参数传递,stbi_load()将使用代码中未初始化的nrChannels,从而导致未定义的行为。