OpenGL ES Texture Coordinates Slightly Off

☆樱花仙子☆ 提交于 2019-11-30 00:45:14

Keep in mind, that OpenGL samples textures at the texel centers. So when using linear filtering (like GL_LINEAR or GL_LINEAR_MIPMAP_LINEAR) the exact texel color is only returned if sampled at the texel center. Thus, when you only want to use a sub-region of a texture, you need to indent your texture coordinates by half a texel (or 0.5/width and 0.5/height). Otherwise the filtering will blend the border of the texture with neigbouting texels outside of your intended region. This causes your slightly pinkish border. If you use up the whole texture this effect is compensated by the GL_CLAMP_TO_EDGE wrapping mode, but when using a subregion, GL does not know where it's edge is and that filtering should not cross it.

So when you got a subregion of the texture in the range [s1,s2]x[t1,t2] (0 <= s,t <= 1), the real valid texCoord interval should be [s1+x,s2-x]x[t1+y,t2-y] with x being 0.5/width and y being 0.5/height (the width and height of the whole texture corresponding to [0,1]x[0,1]).

Therefore try

data[0].t[0] = 0.0f * uFactor + 0.5/textureWidth;
data[0].t[1] = 0.0f * vFactor + 0.5/textureHeight;
data[1].t[0] = 1.0f * uFactor - 0.5/textureWidth;
data[1].t[1] = 0.0f * vFactor + 0.5/textureHeight;
data[2].t[0] = 0.0f * uFactor + 0.5/textureWidth;
data[2].t[1] = 1.0f * vFactor - 0.5/textureHeight;
data[3].t[0] = 1.0f * uFactor - 0.5/textureWidth;
data[3].t[1] = 1.0f * vFactor - 0.5/textureHeight;

Propably this has to do with the wrap around. Try this when you create the source image:

glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP )
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP )
易学教程内所有资源均来自网络或用户发布的内容,如有违反法律规定的内容欢迎反馈
该文章没有解决你所遇到的问题?点击提问,说说你的问题,让更多的人一起探讨吧!