我正在尝试使用这个 Nehe Loadraw 在 opengl 中创建一个带有纹理的多边形
GLuint LoadTextureRAW( const char * filename, int wrap )
{
GLuint texture;
int width, height;
Byte * data;
FILE * file;
// open texture data
file = fopen( "Data/raw.raw", "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 MIP map
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_NEAREST );
// when texture area is large, bilinear filter the first MIP map
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 MIP maps
gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width,
height, GL_RGB, GL_UNSIGNED_BYTE, data );
// free buffer
free( data );
return texture;
}
然后创建多边形纹理 = LoadTextureRAW("texture.raw", TRUE);
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, texture );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glBegin( GL_POLYGON );
glVertex3f( -42.0f, -42.0f, 0.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex3f( 42.0f, -42.0f, 0.0f );
glTexCoord2f( 1.0f, 0.0f );
glVertex3f( 42.0f, 42.0f, 0.0f );
glTexCoord2f( 1.0f, 1.0f );
glVertex3f( -42.0f, 42.0f, 0.0f );
glTexCoord2f( 0.0f, 1.0f );
glEnd();
如何更改它以加载任何大小的图像,不仅是 2 的幂,还使用纹理的侧面而不是坐标创建多边形