【发布时间】:2012-02-09 20:09:11
【问题描述】:
所以我一直在学习 OpenGL 中的纹理映射教程,我正在使用教程中的函数尝试在我自己的程序中映射纹理。
我想我一定是错过了一些必要的调用,或者在某个地方出现了可怕的错误,但目前,我正设法像往常一样实现黑屏效果。
我已经浏览了这段代码,据我所知,我认为我没有理由得到一个空白屏幕,并希望这里的任何人都能发现我哪里出错了
我使用 SDL 只是为了澄清我认为可能与问题相关的内容:
#include <iostream>
#include <SDL/SDL.h>
#include <SDL/SDL_opengl.h>
#include <GL/glu.h>
void Draw()
{
glTranslatef(320,240,0);
glBegin(GL_QUADS);
glColor3f(1,0,0);
glTexCoord2f(0,0); glVertex2f(0,0);
glTexCoord2f(100,0); glVertex2f(100,0);
glTexCoord2f(100,100); glVertex2f(100,100);
glTexCoord2f(0,100); glVertex2f(0,100);
glEnd();
glLoadIdentity();
}
void Init(void)
{
SDL_Init(SDL_INIT_EVERYTHING);
SDL_SetVideoMode(640,480,32,SDL_OPENGL);
SDL_WM_SetCaption("Texture Test", NULL);
}
void Set_States(void)
{
glClearColor(0,0,0,0);
glViewport(0, 0, 640, 480);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 640, 0, 480, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
GLuint LoadTextureRAW( const char * filename, int wrap )
{
GLuint texture;
int width, height;
BYTE * data;
FILE * file;
// open texture data
file = fopen( filename, "rb" );
if ( file == NULL ) return 0;
// allocate buffer
width = 256;
height = 256;
data = (BYTE*)malloc( width * height * 3 );
// read texture data
fread( data, width * height * 3, 1, file );
fclose( file );
// allocate a texture name
glGenTextures( 1, &texture );
// select our current texture
glBindTexture( GL_TEXTURE_2D, texture );
// select modulate to mix texture with color for shading
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
// when texture area is small, bilinear filter the closest mipmap
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_NEAREST );
// when texture area is large, bilinear filter the first mipmap
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
// if wrap is true, the texture wraps over at the edges (repeat)
// ... false, the texture ends at the edges (clamp)
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
wrap ? GL_REPEAT : GL_CLAMP );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
wrap ? GL_REPEAT : GL_CLAMP );
// build our texture mipmaps
gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width, height,
GL_RGB, GL_UNSIGNED_BYTE, data );
// free buffer
free( data );
return texture;
}
int main (int argc, char ** argv)
{
GLuint texture;
SDL_Event event;
Init();
Set_States();
bool running = true;
glEnable( GL_TEXTURE_2D );
texture = LoadTextureRAW("texture.raw", 1);
glBindTexture( GL_TEXTURE_2D, texture );
while (running == true)
{
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT: running = false; break;
}
glClear(GL_COLOR_BUFFER_BIT);
Draw();
SDL_GL_SwapBuffers();
}
}
SDL_Quit();
glDeleteTextures( 1, &texture );
return 0;
}
【问题讨论】:
标签: c++ opengl sdl texture-mapping