如何使用 SDL 将 .png 图像转换为 OpenGL 表面?我现在拥有的:
typedef GLuint texture;
texture load_texture(std::string fname){
SDL_Surface *tex_surf = IMG_Load(fname.c_str());
if(!tex_surf){
return 0;
}
texture ret;
glGenTextures(1, &ret);
glBindTexture(GL_TEXTURE_2D, ret);
glTexImage2D(GL_TEXTURE_2D, 0, 3, tex_surf->w, tex_surf->h, 0, GL_RGB, GL_UNSIGNED_BYTE, tex_surf->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
SDL_FreeSurface(tex_surf);
return ret;
}
和我画东西的代码:
glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, tex);
//Use blurry texture mapping (replace GL_LINEAR with GL_NEAREST for blocky)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glColor4f( 1.0, 1.0, 1.0, 1.0 ); //Don't use special coloring
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(128.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(128.0f, 128.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(0.0f, 128.0f, 0.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
问题是它只适用于 .bmp 文件,而且它们会变成蓝色,所以出了什么问题?此外,当我尝试加载 .png 时,它显得非常奇怪。