[英]How can I draw a texture on an OpenGL/LWJGL display list?
I have got a display list. 我有一个显示列表。 (Yes, i get the fact that they are depricated already. I have reasons for using them.)
(是的,我知道它们已经被贬低了。我有使用它们的理由。)
How can I display textures on the display list? 如何在显示列表上显示纹理?
While I would prefer to have different textures at different locations, actually HAVING A TEXTURE on the display list would be a great start and for a game in closed alpha testing might actually be good enough until a better solution was found. 虽然我希望在不同的位置使用不同的纹理,但实际上在显示列表上具有纹理将是一个不错的开始,对于封闭式alpha测试的游戏,在找到更好的解决方案之前实际上可能就足够了。
try {
// Load the heightmap-image from its resource file
System.out.println("Path: " + new File(System.getProperty("user.dir") + "/res/heightmap.bmp").getAbsolutePath());
BufferedImage heightmapImage = ImageIO.read(new File(
System.getProperty("user.dir") + "/res/heightmap.bmp"));
width = heightmapImage.getWidth();
height = heightmapImage.getHeight();
BufferedImage heightmapColour = ImageIO.read(new File(System.getProperty("user.dir") +
"/res/colours.bmp"));
data = new float[heightmapImage.getWidth()][heightmapImage
.getHeight()];
red = new float[heightmapColour.getWidth()][heightmapColour
.getHeight()];
blue = new float[heightmapColour.getWidth()][heightmapColour
.getHeight()];
green = new float[heightmapColour.getWidth()][heightmapColour
.getHeight()];
Color colour;
Color colours;
PNGDecoder decoder = new PNGDecoder(heightmapLookupInputStream);
ByteBuffer buffer = BufferUtils.createByteBuffer(4
* decoder.getWidth() * decoder.getHeight());
decoder.decode(buffer, decoder.getWidth() * 4,
PNGDecoder.Format.RGBA);
buffer.flip();
heightmapLookupInputStream.close();
lookupTexture = glGenTextures();
glBindTexture(GL_TEXTURE_2D, lookupTexture);
// Hand the texture data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(),
decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
} catch (IOException e) {
e.printStackTrace();
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
heightmapDisplayList = glGenLists(1);
glNewList(heightmapDisplayList, GL_COMPILE);
for (int z = 0; z < data.length - 1; z++) {
// Render a triangle strip for each 'strip'.
glBegin(GL_TRIANGLE_STRIP);
for (int x = 0; x < data[z].length; x++) {
// Take a vertex from the current strip
if (((blue[z][x] / 255) < 0.4))
glColor4f((red[z][x] / 255) / 2
+ (float) (Math.random() / 10), (green[z][x] / 255)
/ 2 + (float) (Math.random() / 10),
(blue[z][x] / 255) / 2
+ (float) (Math.random() / 10), 1);
else {
glColor4f((red[z][x] / 255) / 2
+ (float) (Math.random() / 10), (green[z][x] / 255)
/ 2 + (float) (Math.random() / 10),
(blue[z][x] / 255) / 2
+ (float) (Math.random() / 10), 1);
}
if (data[z][x] >= WATER_LEVEL -10){
glVertex3f(x, data[z][x], z);
glVertex3f(x, data[z + 1][x], z + 1);
}
}
glEnd();
}
glEndList();
If you can't read my poorly formatted code, then I am using a GL_TRIANGLE_STRIP to render stuff from a .bmp file, if it makes any difference. 如果您无法阅读格式错误的代码,那么我将使用GL_TRIANGLE_STRIP来渲染.bmp文件中的内容(如果有任何区别)。
GL_NEAREST
/ GL_LINEAR
for GL_TEXTURE_MIN_FILTER
. GL_NEAREST
/ GL_LINEAR
用于GL_TEXTURE_MIN_FILTER
。 Or provide some mipmaps. glEnable(GL_TEXTURE_2D)
. glEnable(GL_TEXTURE_2D)
。 Without that OpenGL will continue to ignore any bound textures. glVertex()
call, perhaps via glTexCoord()
. glVertex()
之前,可能要通过glTexCoord()
提供一些纹理坐标。
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