我认为纹理映射是一项非常简单的任务。实际上,我实施了很多次,但这次失败了,不知道为什么?而且我可以保证加载纹理的路径是正确的。我的困惑还有其他原因吗?
这是我的代码:
GLuint mytexture;
// two functions below come from NeHe's tut. I think it works well.
AUX_RGBImageRec *LoadBMP(CHAR *Filename)
{
FILE *File=NULL;
if (!Filename)
{
return NULL;
}
File=fopen(Filename,"r");
if (File)
{
fclose(File);
return auxDIBImageLoadA(Filename);
}
return NULL;
}
int LoadGLTextures()
{
int Status=FALSE;
AUX_RGBImageRec *TextureImage[1];
memset(TextureImage,0,sizeof(void *)*1);
if (TextureImage[0]=LoadBMP("NeHe.bmp"))
{
Status=TRUE;
glGenTextures(1, &mytexture);
glBindTexture(GL_TEXTURE_2D, mytexture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0,
GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
if (TextureImage[0])
{
if (TextureImage[0]->data)
{
free(TextureImage[0]->data);
}
free(TextureImage[0]);
}
return Status;
}
//next is my Init() code:
bool DemoInit( void )
{
if (!LoadGLTextures())
{
return FALSE;
}
glEnable(GL_TEXTURE_2D);
........//other init is ok
}
bool DemoRender()
{
...///render other things
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mytexture);
glColor3f(0,0,1);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(0, 0);
glTexCoord2f(1, 0); glVertex2f(200, 0);
glTexCoord2f(1, 1); glVertex2f(200, 200);
glTexCoord2f(0, 1); glVertex2f(0, 200);
glEnd();
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
}
很清楚,哈?但是,最终结果只有一个没有纹理的蓝色矩形。任何人都可以给我一个提示?