[英]JOGL use 2d texture on a 3d Cube
我使用以下代碼在JOGL中創建了一個3d立方體:
/**
* Function used to draw a cube
*/
public void drawCube(GL gl) {
gl.glBegin(gl.GL_QUADS);
//gl.glColor3f(1, 0, 0);
gl.glTexCoord3f(0, 0, 0);
gl.glVertex3f(0, 0, 0);
gl.glTexCoord3f(4, 0, 0);
gl.glVertex3f(1, 0, 0);
gl.glTexCoord3f(4, 4, 0);
gl.glVertex3f(1, 1, 0);
gl.glTexCoord3f(0, 4, 0);
gl.glVertex3f(0, 1, 0);
gl.glEnd();
gl.glBegin(gl.GL_QUADS);
gl.glTexCoord3f(0, 0, 0);
// gl.glColor3f(0, 1, 0);
gl.glVertex3f(0, 0, 0);
gl.glTexCoord3f(0, 4, 0);
gl.glVertex3f(0, 1, 0);
gl.glTexCoord3f(0, 4, 4);
gl.glVertex3f(0, 1, 1);
gl.glTexCoord3f(0, 0, 4);
gl.glVertex3f(0, 0, 1);
gl.glEnd();
gl.glBegin(gl.GL_QUADS);
// gl.glColor3f(0, 0, 1);
gl.glTexCoord3f(0, 4, 0);
gl.glVertex3f(0, 1, 0);
gl.glTexCoord3f(4, 4, 0);
gl.glVertex3f(1, 1, 0);
gl.glTexCoord3f(4, 4, 4);
gl.glVertex3f(1, 1, 1);
gl.glTexCoord3f(0, 4, 4);
gl.glVertex3f(0, 1, 1);
gl.glEnd();
gl.glBegin(gl.GL_QUADS);
// gl.glColor3f(1, 1, 0);
gl.glTexCoord3f(4, 4, 0);
gl.glVertex3f(1, 1, 0);
gl.glTexCoord3f(4, 0, 0);
gl.glVertex3f(1, 0, 0);
gl.glTexCoord3f(4, 0, 4);
gl.glVertex3f(1, 0, 1);
gl.glTexCoord3f(4, 4, 4);
gl.glVertex3f(1, 1, 1);
gl.glEnd();
gl.glBegin(gl.GL_QUADS);
// gl.glColor3f(1, 0, 1);
gl.glTexCoord3f(4, 0, 0);
gl.glVertex3f(1, 0, 0);
gl.glTexCoord3f(0, 0, 0);
gl.glVertex3f(0, 0, 0);
gl.glTexCoord3f(0, 0, 4);
gl.glVertex3f(0, 0, 1);
gl.glTexCoord3f(4, 0, 4);
gl.glVertex3f(1, 0, 1);
gl.glEnd();
gl.glBegin(gl.GL_QUADS);
// gl.glColor3f(0, 1, 1);
gl.glTexCoord3f(0, 4, 4);
gl.glVertex3f(0, 1, 1);
gl.glTexCoord3f(4, 4, 4);
gl.glVertex3f(1, 1, 1);
gl.glTexCoord3f(4, 0, 4);
gl.glVertex3f(1, 0, 1);
gl.glTexCoord3f(0, 0, 4);
gl.glVertex3f(0, 0, 1);
gl.glEnd();
立方體在屏幕上,現在我正試圖在每個面上放置一個紋理,如下所示:
public void init(GLAutoDrawable gld) {
//Init the gl
GL gl = gld.getGL();
//Init the glu
GLU glu = new GLU();
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(90, 1.6, 0.6, 30.0);
glu.gluLookAt(0, 0, 10, 0, 0, 0, 0, 2, 0);
gl.glEnable(gl.GL_TEXTURE_2D);
int id_textura = Gen_Textura(gl);
gl.glBindTexture(gl.GL_TEXTURE_2D, id_textura);
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR);
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR);
}
問題是紋理只顯示在立方體的一個面上,而不是全部6個面上。
如何在立方體的所有面上繪制紋理?
根據我上面的評論回答。
您應該使用glTexCoord2f
,因為您正在使用2D紋理。 此外,紋理坐標通常在[0, 1]
范圍內。
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