尝试纹理天空盒并使用“ImageLoader :: createJPG”加载纹理,它以正确的格式加载纹理文件,如果我在每个显示循环中加载它们,我的代码会将其纹理化为多边形显然是一个糟糕的表现。)
但是当我在init()中尝试相同的代码只是加载它们一次时,显示器甚至不认为它们存在(我最终得到了一个默认颜色的立方体。)
GLuint skyFront;在#includes之后,在文件顶部的任何其他内容之前声明等。
没有任何启用量或texParameters似乎使init()想要加载纹理。有什么想法吗?
GLuint skyTop;
GLuint skyFront;
GLuint skyBack;
GLuint skyBottom;
GLuint skyLeft;
GLuint skyRight;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0,0,-0.6);
glTranslatef(0, -0.4, -1);
glPushMatrix();
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
//glEnable(GL_LIGHT0);
//glTranslatef(camPos.x, camPos.y,camPos.z);
//glDepthMask(GL_FALSE);
glDisable(GL_CULL_FACE);
//draw skybox
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor3f(0.0, 1.0, 0.0);
glTranslatef(0.0,-2.0,-20.0);
GLuint skyTop = ImageLoader::createJPG("../TestModels/top.jpg");
GLuint skyBottom = ImageLoader::createJPG("../TestModels/bottom.jpg");
GLuint skyLeft = ImageLoader::createJPG("../TestModels/left.jpg");
GLuint skyFront = ImageLoader::createJPG("../TestModels/front.jpg");
GLuint skyRight = ImageLoader::createJPG("../TestModels/right.jpg");
GLuint skyBack = ImageLoader::createJPG("../TestModels/back.jpg");
//FRONT
glBindTexture(GL_TEXTURE_2D, skyFront);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(-SKYBOXSIZE, SKYBOXSIZE, -SKYBOXSIZE); //A
glTexCoord2f(0, 1); glVertex3f(-SKYBOXSIZE, -SKYBOXSIZE, -SKYBOXSIZE); //B
glTexCoord2f(1, 1); glVertex3f(SKYBOXSIZE, -SKYBOXSIZE, -SKYBOXSIZE); //C
glTexCoord2f(1, 0); glVertex3f(SKYBOXSIZE, SKYBOXSIZE, -SKYBOXSIZE); //D
glEnd();
glBindTexture(GL_TEXTURE_2D, skyLeft);
//LEFT
glBegin(GL_QUADS);
glTexCoord2f(1, 1); glVertex3f(SKYBOXSIZE, SKYBOXSIZE, -SKYBOXSIZE); //D
glTexCoord2f(0, 1); glVertex3f(SKYBOXSIZE, -SKYBOXSIZE, -SKYBOXSIZE); //C
glTexCoord2f(0, 0); glVertex3f(SKYBOXSIZE, -SKYBOXSIZE, SKYBOXSIZE); //E
glTexCoord2f(1, 0); glVertex3f(SKYBOXSIZE, SKYBOXSIZE, SKYBOXSIZE); //F
glEnd();
等。等
编辑:
init()代码如下所示:
void init()
{
glewInit()
GLuint skyFront = ImageLoader::createJPG("../TestModels/front.jpg"); //load the texture, damnit
glClearColor(0.0,0.0,0.0,0.0);
glShadeModel(GL_SMOOTH);
//light position and colour
GLfloat light_position[] = { 0.0, 0.0, 20.0,0.0 };
GLfloat white_light[] = {0.8,0.8,0.8,0.0};
GLfloat diff_light[] = {1.0,1.0,1.0,0.0};
GLfloat spec_light[] = {1.0,1.0,1.0,0.0};
glLightfv(GL_LIGHT0, GL_AMBIENT, white_light);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diff_light);
glLightfv(GL_LIGHT0, GL_SPECULAR, spec_light);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
//ambient light
GLfloat ambient[] = {0.3,0.3,0.3};
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
//diffuse material component
GLfloat diff[] = {0.6,0.6,0.6};
glMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
//specular material component
GLfloat WhiteSpec[] = {1,1,1};
glMaterialfv(GL_FRONT, GL_SPECULAR, WhiteSpec);
GLfloat shininess = 50;
glMaterialf(GL_FRONT, GL_SHININESS, shininess);
//ENABLE LIGHTING AND DEPTH TEST
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
cout << " loading model " << endl;
if(objLoader.loadModel("../TestModels/hummer.obj", model))//returns true if the model is loaded, puts the model in the model parameter
{
cout << " model loaded " << endl;
//if you want to translate the object to the origin of the screen,
//first calculate the centre of the object, then move all the vertices
//back so that the centre is on the origin.
model.calcCentrePoint();
model.centreOnZero();
model.calcVertNormalsUsingOctree(); //the method will construct the octree if it hasn't already been created.
//turn on VBO by setting useVBO to true in 3dmodel.cpp default constructor - only permitted on 8 series cards and higher
if(!model.useImmediateMode || model.useVBO)
{
model.initDrawElements();
}
if(model.useVBO)
{
model.initVBO();
model.deleteVertexFaceData();
}
}
else
{
cout << " model failed to load " << endl;
}
}
所有剩下的GL命令都会通过,甚至我加载的模型都可以正常运行。 TexPerameters等在ImageLoader中定义,是的..
答案 0 :(得分:0)
这些是全球性的:
GLuint skyTop;
GLuint skyFront;
GLuint skyBack;
GLuint skyBottom;
GLuint skyLeft;
GLuint skyRight;
但是这设置了一个本地:
void init()
{
glewInit()
GLuint skyFront = ImageLoader::createJPG("../TestModels/front.jpg"); //load the texture, damnit
您不需要重新声明skyFront变量,而是使用全局变量。