为什么不加载纹理?

如何解决为什么不加载纹理?

在openGL中工作,不确定为什么我的纹理没有加载。我一直在Learningopengl网站上学习,我的代码最终在大多数领域变得非常相似/复制。彻底,但我认为我缺少一些小东西。目前,我正在得到一个黑色矩形。这是我的“角色”类,因为我怀疑问题出在这里:

#include "Character.h"

#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

Character::~Character(){}

Character::Character(const char* texturePath,const char* vertShaderPath,const char* fragShaderPath)
{
    Shader shader(vertShaderPath,fragShaderPath);
    this->shader = &shader;

    float vertices[] = {
        // positions          // texture coords
         0.5f,0.5f,0.0f,1.0f,// top right
         0.5f,-0.5f,// bottom right
        -0.5f,// bottom left
        -0.5f,1.0f    // top left 
    };

    unsigned int indices[] = {
        0,1,3,2,3
    };

    unsigned int VBO,EBO;

    glGenVertexArrays(1,&VAO);
    glGenBuffers(1,&VBO);
    glGenBuffers(1,&EBO);

    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER,VBO);
    glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(indices),indices,GL_STATIC_DRAW);

    glVertexAttribPointer(0,GL_FLOAT,GL_FALSE,5 * sizeof(float),(void*)0);
    glEnableVertexAttribArray(0);

    glVertexAttribPointer(1,(void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    //

    glGenTextures(1,&texture);
    glBindTexture(GL_TEXTURE_2D,texture);
    // set the texture wrapping/filtering options (on the currently bound texture object)
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    // load and generate the texture
    int width,height,nrChannels;
    stbi_set_flip_vertically_on_load(true);

    unsigned char* data = stbi_load(texturePath,&width,&height,&nrChannels,0);

    if (data)
    {
        glTexImage2D(GL_TEXTURE_2D,GL_RGB,width,GL_UNSIGNED_BYTE,data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);

    this->shader->Use(); //Call before setting uniforms.
    glUniform1i(glGetUniformLocation(this->shader->ID,"texture"),0);
}

void Character::draw()
{
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D,texture);

    shader->Use();
    glBindVertexArray(VAO);
    glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0);
}

如果有帮助,这是我的仓库:https://github.com/PapaVinny/RogueAttempt/tree/master/RougeAttempt/RougeAttempt

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