绑定到纹理单元 0 的 WebGL 纹理是不可渲染的错误



我一直得到一个"绑定到纹理单元 0 的纹理不可渲染。它可能不是 2 的幂,并且具有不兼容的纹理过滤",将纹理加载到 WebGL 中的对象时出错。我尝试了StackOverflow上的所有建议,但没有一个对我有用。我尝试更改图像文件以使尺寸为 2 的幂,并尝试了不同的文件格式(jpg、gif、png(。

我无法判断图像是问题还是我的代码中发生了某些事情。

片段着色器:

precision mediump float;
varying vec2 vTextureCoord;
uniform sampler2D uSampler;
void main(void) {
gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
}

顶点着色器:

attribute vec3 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying vec2 vTextureCoord;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vTextureCoord = aTextureCoord;
}

initShaders((

function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");

//Create the program, then attach and link 
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
//Check for linker errors.
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
//Attach shaderprogram to openGL context.
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
}

纹理加载:

var sunTexture;
function initTexture() {
sunTexture = gl.createTexture();
sunTexture.image = new Image();
sunTexture.image.onload = function() {
handleLoadedTexture(sunTexture)
}
sunTexture.image.src = "images/leaves.jpg";  
}
function handleLoadedTexture(texture) {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.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_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.bindTexture(gl.TEXTURE_2D, null);
}

drawScene(( - 渲染和绘制对象

var mvMatrix = mat4.create();
var pMatrix = mat4.create();
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(pMatrix, 45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0);

// Render the Sun
mat4.identity(mvMatrix);  
mat4.translate(mvMatrix, mvMatrix, 0, 0, -7.0);
mat4.multiply(mvMatrix, mouseRotMatrix, mvMatrix);
gl.bindBuffer(gl.ARRAY_BUFFER, sunVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, sunVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, sunVertexTextureBuffer);
gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, sunVertexTextureBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, sunTexture);
gl.uniform1i(shaderProgram.samplerUniform, 0);

setMatrixUniforms();
gl.drawArrays(gl.TRIANGLE_STRIP, 0, sunVertexPositionBuffer.numItems);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
}

initBuffers(( - 设置位置和纹理缓冲区的数据

var sunVertexPositionBuffer; 
var sunVertexTextureBuffer;
function initBuffers() {
sunVertexPositionBuffer = gl.createBuffer(); 
sunVertexTextureBuffer = gl.createBuffer();

var sRadius = 4;
var slices = 25;
var stacks = 12; 
var sVertices = []; 
var count = 0;
for (t = 0 ; t < stacks ; t++ ) { 
var phi1 = ((t)/stacks) * Math.PI;
var phi2 = ((t+1)/stacks) * Math.PI;
for (p = 0 ; p < slices + 1; p++) { 
var theta = ((p)/slices ) * 2 * Math.PI ; 
var xVal = sRadius * Math.cos(theta) * Math.sin(phi1);
var yVal = sRadius * Math.sin(theta) * Math.sin(phi1);
var zVal = sRadius * Math.cos(phi1);
sVertices = sVertices.concat([xVal, yVal, zVal]);
count++;
var xVal = sRadius * Math.cos(theta) * Math.sin(phi2);
var yVal = sRadius * Math.sin(theta) * Math.sin(phi2);
var zVal = sRadius * Math.cos(phi2);
sVertices = sVertices.concat([xVal, yVal, zVal]);
count++;
}
}
var textureCoords = [];
for (t = 0; t < stacks; t++)   {
var phi1 = ((t)/stacks);
var phi2 = ((t+1)/stacks);
for (p = 0; p < slices + 1; p++) {
var theta = 1 - ( (p)/slices );
textureCoords = textureCoords.concat([theta, phi1]);
textureCoords = textureCoords.concat([theta, phi2]);
}
}      
gl.bindBuffer(gl.ARRAY_BUFFER, sunVertexPositionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(sVertices), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, sunVertexTextureBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);  
sunVertexPositionBuffer.itemSize = 3; 
sunVertexPositionBuffer.numItems = count 
sunVertexTextureBuffer.itemSize = 2;
sunVertexTextureBuffer.numItems = stacks * (slices + 1) * 2;
gl.bindBuffer(gl.ARRAY_BUFFER, null);
}

问题可能是代码在加载图像之前就开始渲染,在此之前,纹理不可渲染。

我的解决方案始终是从单个像素开始纹理,以便立即渲染

sunTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, sunTexture);
gl.texImage2D(gl.TEXTURE_2D, 1, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
new Uint8Array([0, 0, 255, 255])); // blue

当图像完成加载时,代码将更新纹理,但在此之前它是可用的。

请参阅这些教程

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