本文介绍了如何将纹理应用于glutSolidCube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

我可以找到有关将纹理映射到指定顶点等的多边形的教程,但是没有关于如何将纹理应用于使用glut(glutSolidCube)绘制的立方体(或其他东西)的教程.

I can find tutorials about mapping textures to polygons specifying vertices etc. but nothing regarding how to apply a texture to a cube (or other stuff) drawn with glut (glutSolidCube).

我正在做类似的事情:

glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, decal);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nearest);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nearest);

glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, 4, myImageWidth, myImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)myImage);

//...

glEnable(GL_TEXTURE_2D);

//now draw the cube
glutSolidCube(N);

这样做,我可以将纹理应用于多维数据集,但是整个多维数据集都可以获取纹理中第一个字节的颜色!

Doing this I get the texture to apply to the cube but the whole cube gets the color of the first byte in the texture!

使用glutSolidCube时是否可以将纹理映射到实体立方体(和其他实体)?

Is there any way of mapping a texture to a solid cube (and other solids) when using glutSolidCube?

推荐答案

否,因为glutSolidCube()不会生成纹理坐标.幸运的是,glutSolidCube()易于实现并添加纹理坐标.这是glutSolidCube()和相关功能的源代码,来自 "> http://www.opengl.org/resources/libraries/glut/ :

No, since glutSolidCube() does not generate texture coordinates. Fortunately, though, glutSolidCube() is easy to implement yourself and add texture coordinates. Here's the source code to glutSolidCube() and associated functions, from http://www.opengl.org/resources/libraries/glut/:

/* Copyright (c) Mark J. Kilgard, 1994, 1997. */

/**                                                                             
(c) Copyright 1993, Silicon Graphics, Inc.                                      

ALL RIGHTS RESERVED                                                             

Permission to use, copy, modify, and distribute this software                   
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that the above copyright notice appear in all copies and that                   
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Graphics, Inc. not be used in advertising or publicity                          
pertaining to distribution of the software without specific,                    
written prior permission.

THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU
"AS-IS" AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR
OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF
MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.  IN NO
EVENT SHALL SILICON GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE
ELSE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT OR
CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY DAMAGES WHATSOEVER,
INCLUDING WITHOUT LIMITATION, LOSS OF PROFIT, LOSS OF USE,
SAVINGS OR REVENUE, OR THE CLAIMS OF THIRD PARTIES, WHETHER OR
NOT SILICON GRAPHICS, INC.  HAS BEEN ADVISED OF THE POSSIBILITY
OF SUCH LOSS, HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE OR
PERFORMANCE OF THIS SOFTWARE.

US Government Users Restricted Rights

Use, duplication, or disclosure by the Government is subject to
restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
(c)(1)(ii) of the Rights in Technical Data and Computer
Software clause at DFARS 252.227-7013 and/or in similar or
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*/

static void
drawBox(GLfloat size, GLenum type)
{
  static GLfloat n[6][3] =
  {
    {-1.0, 0.0, 0.0},
    {0.0, 1.0, 0.0},
    {1.0, 0.0, 0.0},
    {0.0, -1.0, 0.0},
    {0.0, 0.0, 1.0},
    {0.0, 0.0, -1.0}
  };
  static GLint faces[6][4] =
  {
    {0, 1, 2, 3},
    {3, 2, 6, 7},
    {7, 6, 5, 4},
    {4, 5, 1, 0},
    {5, 6, 2, 1},
    {7, 4, 0, 3}
  };
  GLfloat v[8][3];
  GLint i;

  v[0][0] = v[1][0] = v[2][0] = v[3][0] = -size / 2;
  v[4][0] = v[5][0] = v[6][0] = v[7][0] = size / 2;
  v[0][1] = v[1][1] = v[4][1] = v[5][1] = -size / 2;
  v[2][1] = v[3][1] = v[6][1] = v[7][1] = size / 2;
  v[0][2] = v[3][2] = v[4][2] = v[7][2] = -size / 2;
  v[1][2] = v[2][2] = v[5][2] = v[6][2] = size / 2;

  for (i = 5; i >= 0; i--) {
    glBegin(type);
    glNormal3fv(&n[i][0]);
    glVertex3fv(&v[faces[i][0]][0]);
    glVertex3fv(&v[faces[i][1]][0]);
    glVertex3fv(&v[faces[i][2]][0]);
    glVertex3fv(&v[faces[i][3]][0]);
    glEnd();
  }
}

void APIENTRY
glutSolidCube(GLdouble size)
{
  drawBox(size, GL_QUADS);
}

只需添加对 glTexCoord的一些调用* 系列功能. NeHe 有一个很好的教程,介绍了如何开始使用纹理贴图使用OpenGL.

Just add in some calls to the glTexCoord* family of functions. NeHe has a good tutorial on how to get started with texture mapping with OpenGL.

这篇关于如何将纹理应用于glutSolidCube的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!

10-20 08:44