【发布时间】:2011-11-21 17:42:46
【问题描述】:
我偶然发现了Nehe's Cel-Shading Tutorial,我想知道是否可以将这种技术应用于纹理几何体......
我知道在该代码中,效果是通过将一个单色纹理应用于模型来获得的,我认为教程中的相关代码是加载着色器效果的以下代码:
In = fopen ("Data\\shader.txt", "r"); // Open The Shader File
if (In) // Check To See If The File Opened
{
for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values
{
if (feof (In)) // Check For The End Of The File
break;
fgets (Line, 255, In); // Get The Current Line
// Copy Over The Value
shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = atof (Line);
}
fclose (In); // Close The File
}
else
return FALSE;
glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID
glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D
// For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering!
glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// Upload
glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData);
以及启用绘图效果的以下内容
// Cel-Shading Code
glEnable (GL_TEXTURE_1D); // Enable 1D Texturing
glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture
glColor3f (1.0f, 1.0f, 1.0f);
....
有没有办法在使用 BMP GL_TEXTURE_2 纹理的模型上运行它,并获得该纹理的 cel-shaded 外观?
【问题讨论】: