在加载FBX文件之前,使用OpenGL函数glActiveTexture(GL_TEXTURE0)选择纹理单元0,并使用glBindTexture(GL_TEXTURE_2D,0)释放任何已绑定到该单元的纹理。这样可以确保以后加载的纹理文件可以被正确绑定到该单元。示例代码如下:
glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,0);
// 加载FBX文件 Assimp::Importer importer; const aiScene* scene = importer.ReadFile("model.fbx", aiProcess_GenNormals | aiProcess_FlipUVs | aiProcess_Triangulate);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) { // 加载失败 return false; }
// 加载纹理 std::string texturePath = "texture.jpg"; GLuint textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID);
int width, height, channels; unsigned char* data = stbi_load(texturePath.c_str(), &width, &height, &channels, 0); if (data) { GLenum format = channels == 3 ? GL_RGB : GL_RGBA; glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data); } else { // 加载失败 }
stbi_image_free(data);