这是之前的: http://img22.imageshack.us/img22/5310/beforedes.jpg 之后: http://img189.imageshack.us/img189/8890/afterr.jpg
编辑::现在我看看imageshack的上传,文物减少了很多..但相信我,它们比那更明显。
我不明白为什么会这样。 Imageshack将它们上传到jpg,但是在我的程序中,它们在图像文件夹中作为.tif(.tif的原因是因为我无法获得任何其他图像来维护它们的透明部分)。
但无论如何,这些文物跟随图像的原始顶部,因为它旋转除了原始图像之外的任何地方。
这是加载图片的代码的一部分
GLuint texture;
GLenum texture_format;
GLint nofcolors;
GLfloat spin;
bool Game::loadImage()
{
SDL_Surface * surface; // this surface will tell us the details of the image
if ( surface = SM.load_image("Images/tri2.tif") )
{
//get number of channels in the SDL surface
nofcolors = surface->format->BytesPerPixel;
//contains an alpha channel
if ( nofcolors == 4 )
{
if ( surface->format->Rmask == 0x000000ff )
texture_format = GL_RGBA;
else texture_format = GL_BGRA;
}
else if ( nofcolors == 3 ) //no alpha channel
{
if ( surface->format->Rmask == 0x000000ff )
texture_format = GL_RGB;
else texture_format = GL_BGR;
}
// Have OpenGL generate a texture object handle for us
glGenTextures( 1, &texture );
// Bind the texture object
glBindTexture( GL_TEXTURE_2D, texture );
// Set the texture’s stretching properties
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexImage2D( GL_TEXTURE_2D, 0, nofcolors, surface->w, surface->h, 0, texture_format, GL_UNSIGNED_BYTE, surface->pixels );
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
SDL_Quit();
return false;
}
// Free the SDL_Surface only if it was successfully created
if ( surface )
{
SDL_FreeSurface( surface );
return true;
}
else return false;
}
void Game::drawImage()
{
// Clear the screen before drawing
glClear( GL_COLOR_BUFFER_BIT );
glTranslatef( float(S_WIDTH/2), float(S_HEIGHT/2), 0.0f );
glRotatef( spin, 0.0, 0.0, 1.0 );
// Bind the texture to which subsequent calls refer to
glBindTexture( GL_TEXTURE_2D, texture );
glBegin( GL_QUADS );
{
// Top-left vertex (corner)
glTexCoord2i( 0, 0 );
glVertex3f( -64, 0, 0 );
// Top-right vertex (corner)
glTexCoord2i( 1, 0 );
glVertex3f( 64, 0, 0 );
// Bottom-right vertex (corner)
glTexCoord2i( 1, 1 );
glVertex3f( 64, 128, 0 );
// Bottom-left vertex (corner)
glTexCoord2i( 0, 1 );
glVertex3f( -64, 128, 0 );
}
glEnd();
glLoadIdentity();
SDL_GL_SwapBuffers();
}
答案 0 :(得分:3)
看起来纹理设置为GL_WRAP
。请改为GL_CLAMP_TO_EDGE
。
答案 1 :(得分:2)
在你的glBindTexture调用之后的Game :: loadImage中:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
您当前的设置是GL_REPEAT,这是OpenGL的默认设置。