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所以我有点制作了一个小的bmp导入器,以便能够在opengl中使用纹理但是在我加载图片和东西而不是纹理之后它只是将颜色棕色放在......我也尝试过超过1质地,我得到了同样的结果。这是一些代码:

int LoadBitmap ( char *filename) {
  BITMAPFILEHEADER fileheader;
  BITMAPINFOHEADER fileinfo;
  RGBTRIPLE rgb;
  unsigned char *texture;
  FILE *f=fopen(filename,"r");
  num_texture++;
  fread(&fileheader,sizeof(fileheader),1,f);
  fread(&fileinfo,sizeof(fileinfo),1,f);
  cout<<fileinfo.biWidth<<" "<<fileinfo.biHeight<<endl;

  texture=new unsigned char[fileinfo.biWidth*fileinfo.biHeight*4];
  int j=0;
  for(int i=0;i<fileinfo.biWidth*fileinfo.biHeight;i++)
  {
    fread(&rgb,sizeof(rgb),1,f);

    texture[j]=rgb.rgbtRed;
    texture[j+1]=rgb.rgbtGreen;
    texture[j+2]=rgb.rgbtBlue;
    texture[j+3]=255;
    j+=4;
  }
  fclose(f);

  glBindTexture(GL_TEXTURE_2D,num_texture);

  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);

  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);


  glTexImage2D(GL_TEXTURE_2D,0,4,fileinfo.biWidth,fileinfo.biHeight,0,GL_RGBA,GL_UNSIGNED_BYTE,texture);
  gluBuild2DMipmaps(GL_TEXTURE_2D,4,fileinfo.biWidth,fileinfo.biHeight,GL_RGBA,GL_UNSIGNED_BYTE,texture);

  delete[] texture;
  return num_texture;
  return 0;
}

这是绘图部分:

glEnable(GL_TEXTURE_2D);
int a=LoadBitmap("texture1.bmp");
glBindTexture(GL_TEXTURE_2D,a);
glBegin(GL_QUADS);
  glTexCoord2f(0,0);
  glVertex3f(-10,-10,0 );
  glTexCoord2f(0,1);
  glVertex3f(-10,10,0);
  glTexCoord2f(1,1);
  glVertex3f(10,10,0 );
  glTexCoord2f(1,0);
  glVertex3f(10,-10,0 );
 glEnd();
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1 回答 1

2
FILE *f=fopen(filename,"r");

您可能想尝试以二进制模式打开文件,它可能只是检测文件结尾,或者以其他方式破坏输入。

FILE *f=fopen(filename,"rb");

您还对文件的实际格式做出了一些假设,但假设您自己生成了 BMP,我想这可能没问题。

于 2012-12-26T16:58:41.977 回答