[英]OpenGl Textures
我試圖將2個紋理應用到我的關卡中,但代碼會編譯,但關卡完全變成白色,
struct Image
{
unsigned long size_x;
unsigned long size_y;
char *data;
}
typedef struct Image Image;
const int textureCount = 2;
Image myTextureData[textureCount];
GLuint theTexture[textureCount];
char* textureFilenames0[textureCount] = {"road.bmp"};
char* textureFilenames1[textureCount] = {"building.bmp"};
紋理加載器類
void textureLoader()
{
/*glPixelStorei(GL_UNPACK_ALIGNMENT, 1);*/
glGenTextures(2, theTexture);
glBindTexture(GL_TEXTURE_2D, theTexture[0]);
for(int k=0; k < textureCount; k++)
{
if(!imageLoader(textureFilenames0[k], &myTextureData[k]))
exit(1);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, myTextureData[k].size_x, myTextureData[k].size_y, GL_RGB, GL_UNSIGNED_BYTE, myTextureData[k].data);
glBindTexture(GL_TEXTURE_2D, theTexture[1]);
for(int k=0; k < textureCount; k++)
{
if(!imageLoader(textureFilenames1[k], &myTextureData[k]))
exit(1);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, myTextureData[k].size_x, myTextureData[k].size_y, GL_RGB, GL_UNSIGNED_BYTE, myTextureData[k].data);
}
}
你打過電話嗎
glEnable(GL_TEXTURE_2D);
和glTexCoord2
或glTexCoordPointer
嗎?
另外,在上傳數據之前,請嘗試設置紋理參數。
最后,使用循環時,需要將所有文件名放在一個數組中,例如
char* textureFilenames[textureCount] = {"road.bmp", "building.bmp"};
或者你可以擺脫循環並寫
char* textureFilenames0 = "road.bmp";
char* textureFilenames1 = "building.bmp";
但是沒有textureCount
包含道路位圖的textureCount
文件。
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