如果您遇到了"Assimp错误的纹理数组"问题,可能是因为您的纹理数组设置有误。以下是一个可能的解决方法示例:
// 创建纹理数组
std::vector textures;
// 加载纹理
Texture texture;
texture.id = loadTexture("path/to/texture.jpg");
texture.type = "diffuse";
textures.push_back(texture);
void processMesh(aiMesh* mesh, const aiScene* scene, std::vector& textures)
{
// 处理顶点、法线和纹理坐标等信息
// 处理纹理
if (mesh->mMaterialIndex >= 0)
{
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
std::vector diffuseTextures = loadMaterialTextures(material, aiTextureType_DIFFUSE, "diffuse");
textures.insert(textures.end(), diffuseTextures.begin(), diffuseTextures.end());
}
}
std::vector loadMaterialTextures(aiMaterial* material, aiTextureType type, std::string typeName)
{
std::vector textures;
for (unsigned int i = 0; i < material->GetTextureCount(type); i++)
{
aiString texturePath;
material->GetTexture(type, i, &texturePath);
std::string path = directory + "/" + texturePath.C_Str(); // 纹理路径
Texture texture;
texture.id = loadTexture(path);
texture.type = typeName;
textures.push_back(texture);
}
return textures;
}
loadTexture
)能够正确加载纹理并返回纹理的ID。unsigned int loadTexture(const std::string& path)
{
unsigned int textureID;
glGenTextures(1, &textureID);
// 加载并设置纹理参数
return textureID;
}
通过以上步骤,您应该能够正确加载并使用纹理数组,解决"Assimp错误的纹理数组"问题。请根据您的实际代码和需求进行适当的调整和修改。
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