1

所以我现在让 SOIL 加载我的图像,但它说你可以为 MipMap 生成设置一个标志。我设置了标志,据我所知,在某些时候使用 MipMaps 时,OpenGL 会完成其余的工作。

我错了吗?如果我是,我如何让 MipMaps 工作?

编辑:所以这是我的初始化函数,我在其中调用 SOIL 以使用 FLAG 为 MIPMAPS 加载我的图像

//========================================
//  init
//========================================
void init(void) {

    glEnable(GL_DEPTH_TEST);
    glEnable(GL_NORMALIZE);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glShadeModel(GL_SMOOTH);
    glEnable (GL_BLEND); //transparency
    glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_TEXTURE_2D);

    timerSpeed = 1000.0/60.0;

    for(int i=0; i<6; i++) {

        TextureNames[i] = TextureNames[i]+".bmp";
        TextureArray[i] = SOIL_load_OGL_texture((char*)TextureNames[i].c_str(),3,
                                                SOIL_CREATE_NEW_ID, 
                                                SOIL_FLAG_POWER_OF_TWO |
                                                SOIL_FLAG_MIPMAPS);


    }

}

这就是我调用 bindtexture 和 texparam 的地方(缩短它,因为它只是立方体的其他面,popmatrix 和 end } 用于函数

void drawCube(void) {

    glPushMatrix();

        glBindTexture(GL_TEXTURE_2D, TextureArray[1]);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);   

        //FRONT FACE OF CUBE
            glNormal3f(0.0,0.0,1.0);
            glBegin(GL_POLYGON);
            glTexCoord2f(0.0,0.0);  glVertex3f(-1.0,-1.0,1.0);
            glTexCoord2f(1.0,0.0);  glVertex3f(1.0,-1.0,1.0);
            glTexCoord2f(1.0,1.0);  glVertex3f(1.0,1.0,1.0);
            glTexCoord2f(0.0,1.0);  glVertex3f(-1.0,1.0,1.0);
            glEnd();

        //LEFT FACE OF CUBE
            glNormal3f(-1.0,0.0,0.0);
            glBegin(GL_POLYGON);
            glTexCoord2f(0.0,0.0);  glVertex3f(-1.0,-1.0,-1.0);
            glTexCoord2f(1.0,0.0);  glVertex3f(-1.0,-1.0,1.0);
            glTexCoord2f(1.0,1.0);  glVertex3f(-1.0,1.0,1.0);
            glTexCoord2f(0.0,1.0);  glVertex3f(-1.0,1.0,-1.0);
            glEnd();
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1 回答 1

2

您需要切换纹理过滤以使用 mipmapping:

glBindTexture(GL_TEXTURE_2D, theTextureID);
glTexParamteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);

您可能还想研究各向异性过滤模式以提高过滤质量:http ://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt

于 2011-04-22T08:20:48.393 回答