glteximage3d抛出错误1282(无效操作)



我试图通过OpenGL将体积数据作为3D纹理上传。但是,当通过glTexImage3D指定格式和数据本身时,会抛出gl_invalid_operation错误。

代码(包括我添加的调试代码以找出错误从何而来(如下:

void Texture3D::upload()
{
  std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
  glGenTextures(1, &_textureId);
  std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
  glBindTexture(GL_TEXTURE_3D, _textureId);
  std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
  glTexStorage3D(GL_TEXTURE_3D, 6, GL_R8, _width, _height, _depth);
  std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
  glTexImage3D(GL_TEXTURE_3D, 0, GL_R8, _width, _height, _depth, 0,  GL_RED,  GL_UNSIGNED_BYTE, _data);
  std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
  glGenerateMipmap(GL_TEXTURE_3D);
  std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
  }

我认为我在Glteximage3d中指定的任何格式,内部格式或像素格式可能是GL_INVALID_VALUE,但是我已经检查了Glteximage3D的文档,一切似乎都正确。

>

我创建了一个最小的,可验证的示例(使用glfw和glew(

#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
GLFWwindow * _window = nullptr;
unsigned int _textureId = GL_INVALID_VALUE;
void initGLFWContext()
{
  if (!glfwInit())
    {
      std::cerr << "GLFW: Couldnt initialize" << std::endl;
      exit(-1);
    }
    glfwWindowHint(GLFW_SAMPLES, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
    glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); 
    _window = glfwCreateWindow(1024, 1024, "Test Window", NULL, NULL);
    if (!_window)
    {
      std::cerr << "GLFW Error: Couldnt create window" << std::endl;
      glfwTerminate();
      exit(-1);
    }
    //glfwSetKeyCallback(_window, kbCb);
    //glfwSetCursorPosCallback(_window, mmCb);
    //glfwSetMouseButtonCallback(_window, mCb);
    //glfwSetFramebufferSizeCallback(_window, resizeCb);
    glfwMakeContextCurrent(_window);
    glfwSetWindowPos(_window, 0, 0);
    glfwSwapInterval(1);
    // Initializes glew
    glewExperimental = GL_TRUE;
    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
      std::cerr << "GLEW Error: " << glewGetErrorString(err) << std::endl;
      exit(-1);
    }
}
void initOpenGL()
{
  glEnable(GL_DEPTH_TEST);
  //glEnable(GL_BLEND);
  glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
  glFrontFace(GL_CCW);
  glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  glEnable(GL_CULL_FACE);
}
void minimalVerifiableExample()
{
  initGLFWContext();
  initOpenGL();
  const unsigned int volSide = 256;
  const unsigned int volumeSize = volSide * volSide * volSide;
  unsigned char * volumeData = new unsigned char[volumeSize]();
  std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
  glGenTextures(1, &_textureId);
  std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
  glBindTexture(GL_TEXTURE_3D, _textureId);
  std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
  glTexStorage3D(GL_TEXTURE_3D, 
                 6, 
                 GL_R8, 
                 volSide, 
                 volSide, 
                 volSide);
  std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
  glTexImage3D(GL_TEXTURE_3D, 
               0, 
               GL_R8, 
               volSide, 
               volSide, 
               volSide, 
               0, 
               GL_RED, 
               GL_UNSIGNED_BYTE, 
               volumeData);
  std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
  glGenerateMipmap(GL_TEXTURE_3D);
  std::cout << "TEX GL ERROR: " << glGetError() << std::endl;
  while(!glfwWindowShouldClose(_window))
  {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glfwPollEvents();
    glfwSwapBuffers(_window);
  }
  glfwDestroyWindow(_window);
  glfwTerminate();
  delete[] volumeData;
}
int main(int argc, char ** argv)
{
  (void) argc;
  (void) argv;
  minimalVerifiableExample();
  return 0;
}

这是我得到的输出:

TEX GL ERROR: 0
TEX GL ERROR: 0
TEX GL ERROR: 0
TEX GL ERROR: 0
TEX GL ERROR: 1282
TEX GL ERROR: 0

上传纹理或其他任何地方时我做错了什么?

1282是GL_INVALID_OPERATION,是由

的组合引起的
glTexStorage3D
glTexImage3D

不允许为不可变的存储纹理对象重新创建存储。调用glTexStorage3D后,纹理使用不可变的存储。glTexImage3D请求不再允许的新存储。

如果您尝试将数据上传到不可变的存储纹理对象,则必须使用glTexSubImage3D而不是上传数据,但不请求新存储。

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