本文介绍了如何在C ++中使用opengl将纹理应用到由rect制作的矩形上?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我知道如何将纹理应用于像这样的四边形制成的矩形
i know how to apply texture to a rectangle made by quad like this
glColor3f(1,1,1);
textures[0].setTexture(1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,1);;
glBegin(GL_QUADS);
glTexCoord2f(0.0,0.0);
glVertex2f(startx,starty);
glTexCoord2f(1.0,0);
glVertex2f(startx+size,starty);
glTexCoord2f(1.0,1.0);
glVertex2f(startx+size,starty-size);
glTexCoord2f(0,1.0);
glVertex2f(startx,starty-size);
glEnd();
但我想在此矩形上应用纹理
but i want to apply texture on this rectangle
glColor3f(1,0,0);
glRecti(startx,starty,startx+size,starty+size);
推荐答案
glBegin(GL_POLYGON);
glVertex2(x1, y1);
glVertex2(x2, y1);
glVertex2(x2, y2);
glVertex2(x1, y2);
glEnd( );
这里给出了4个没有纹理坐标的顶点.
我准备了四个角的不同颜色的图像.
然后检查以下代码的输出图像.
Here 4 vertices are given without a texture coordinate.
I prepared an image with different colours in four corners.
Then checked output image of following codes.
glTexCoord2f(0,0);
glRectf(-1,-1,1,1); // provide bottom left color.
glTexCoord2f(1,1);
glRectf(-1,-1,1,1); // provide top right color.
简单地glRect会接受所有四个顶点的单个纹理坐标,并且永远不会创建预期的纹理映射.
我认为很难使用glRect()函数创建整个纹理图像. :)
Simply glRect will accept a single texture coordinate four all vertices, and it will never create the expected texture mapping.
I think its difficult to create entire texture image with glRect() function. :)
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 = 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;
}
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