pyopengl纹理,PyOpenGL numpy纹理显示为纯色

I'm trying to set numpy arrays as OpenGl textures in pygame. The problem is that only the first pixel is taken as texture data and instead of a random pattern (for example) I only get a random color every time.

import pygame

from pygame.locals import *

from OpenGL.GL import *

from OpenGL.GLU import *

import numpy as np

#Settings

width = 200

height = 300

resolution = (800,600)

texture_data = np.random.randint(256,size=(height, width, 3))

#pygame init

pygame.init()

gameDisplay = pygame.display.set_mode(resolution,OPENGL)

#OpenGL init

glMatrixMode(GL_PROJECTION)

glLoadIdentity()

glOrtho(0,resolution[0],0,resolution[1],-1,1)

glMatrixMode(GL_MODELVIEW)

glDisable(GL_DEPTH_TEST)

glClearColor(0.0,0.0,0.0,0.0)

glEnable(GL_TEXTURE_2D)

#Set texture

texture = glGenTextures(1)

glPixelStorei(GL_UNPACK_ALIGNMENT, 1)

glBindTexture(GL_TEXTURE_2D, texture)

glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)

glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, texture_data)

glGenerateMipmap(GL_TEXTURE_2D)

glActiveTexture(GL_TEXTURE0)

#Clean start

glClear(GL_COLOR_BUFFER_BIT)

glLoadIdentity()

#draw rectangle

glTranslatef(300,200,0)

glBegin(GL_QUADS)

glVertex2f(0,0)

glVertex2f(0,height)

glVertex2f(width,height)

glVertex2f(width,0)

glEnd()

glFlush()

#game loop until exit

gameExit = False

while not gameExit:

for event in pygame.event.get():

if event.type == pygame.QUIT:

gameExit = True

#throttle

pygame.time.wait(100)

解决方案

As pointed out by genpfault I was missing texture coordinates. I needed to add them to the rectangle drawing part.

#draw rectangle

glTranslatef(300,200,0)

glBegin(GL_QUADS)

glTexCoord(0,0)

glVertex2f(0,0)

glTexCoord(0,1)

glVertex2f(0,height)

glTexCoord(1,1)

glVertex2f(width,height)

glTexCoord(1,0)

glVertex2f(width,0)

glEnd()

glFlush()

Read this if you are lost on how texture mapping works:

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