在OpenGL中生成纹理时,GL廑u REPEAT和GL廑u CLAMP有问题。在我下面的代码中,我得到了相同的结果(它总是重复)与GL廑u REPEAT和GL廑u CLAMP。。。我看不出我的代码和许多教程中的代码有什么不同。请帮我找出这个错误。我试着把图像大小从4增加到128。。但glu夹和glu重复之间仍然没有区别
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <cmath>
#include <stdlib.h>
#include <stdio.h>
/* Create checkerboard texture */
#define checkImageWidth 64
#define checkImageHeight 64
static float checkImage[checkImageHeight][checkImageWidth][4];
static GLuint texName;
void makeCheckImage(void)
{
int i, j;
float c;
for (i = 0; i < checkImageHeight; i++) {
for (j = 0; j < checkImageWidth; j++) {
// c = ((((i&0x8)==0)^((j&0x8))==0))*255;
c = 10*sin(i*j);
// checkImage[i][j][0] = (GLubyte) c*0;
checkImage[i][j][0] = c*0.1;
checkImage[i][j][1] = c*0.25;
checkImage[i][j][2] = c*0.0;
checkImage[i][j][3] = 250;
}
}
}
void init(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
makeCheckImage();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth,
checkImageHeight, 0, GL_RGBA, GL_FLOAT,
checkImage);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gluLookAt(1, -1, 1, 0, 1, 0, 0, 0, 1);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glBindTexture(GL_TEXTURE_2D, texName);
glMatrixMode(GL_MODELVIEW);
//glLoadIdentity();
// glLoadIdentity();
glPushMatrix();
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-2.0, 1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(0.0, 1.0, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(0.0, -1.0, 0.0);
glTexCoord2f(0.0, 0.0); glVertex3f(1.0, -1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(2.41421, 1.0, -1.41421);
glTexCoord2f(1.0, 0.0); glVertex3f(2.41421, -2.0, -1.41421);
glPopMatrix();
glPushMatrix();
/*
glTranslated(-6, -2, 1);
glScaled(0.5,0.5,0.5) ;
//GLint mysphereID;
GLUquadricObj *sphere=NULL;
sphere = gluNewQuadric();
gluQuadricDrawStyle(sphere, GLU_LINE);
gluQuadricTexture(sphere, GL_TRUE);
gluQuadricNormals(sphere, GLU_SMOOTH);
gluSphere(sphere, 01.0, 100, 100);
*/
glPopMatrix();
glPushMatrix();
glColor3f(0.7f, 0.0f, 0.4f);
glTranslated(-1, -3, -1);
glScaled(0.5,0.5,0.5) ;
GLUquadricObj *quadObj = gluNewQuadric();
gluQuadricDrawStyle(quadObj, GLU_LINE);
gluQuadricNormals(quadObj, GLU_SMOOTH);
gluQuadricTexture(quadObj, GL_TRUE);
gluCylinder(quadObj, 0.8, 0.8, 1.4, 100, 100);
glPopMatrix();
glDisable(GL_TEXTURE_2D);
//gluDeleteQuadric(sphere);
gluDeleteQuadric(quadObj);
glEnd();
glFlush();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(100.0, (GLfloat) w/(GLfloat) h, 1.0, 30.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -3.6);
}
void keyboard (unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
default:
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
//glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(550, 550);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}
最佳答案
除非纹理坐标超出0到1的范围,否则将看不到差异。否则就没有什么可以夹紧或重复的了。