我只是在重新安装Windows和VS 2012 Ultimate后修改代码。代码(如下所示)之前完全正常,但是当我尝试立即运行代码时,它会出现以下错误:
Error 1 error C2664: 'auxDIBImageLoadW' : cannot convert parameter 1 from 'LPSTR' to 'LPCWSTR'
代码:
void CreateTexture(GLuint textureArray[], LPSTR strFileName, int textureID)
{
AUX_RGBImageRec *pBitmap = NULL;
if (!strFileName) // Return from the function if no file name was passed in
return;
pBitmap = auxDIBImageLoad(strFileName); //<-Error in this line // Load the bitmap and store the data
if (pBitmap == NULL) // If we can't load the file, quit!
exit(0);
// Generate a texture with the associative texture ID stored in the array
glGenTextures(1, &textureArray[textureID]);
// This sets the alignment requirements for the start of each pixel row in memory.
// glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
// Bind the texture to the texture arrays index and init the texture
glBindTexture(GL_TEXTURE_2D, textureArray[textureID]);
// Build Mipmaps (builds different versions of the picture for distances - looks better)
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pBitmap->sizeX, pBitmap->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pBitmap->data);
// Lastly, we need to tell OpenGL the quality of our texture map. GL_LINEAR is the smoothest.
// GL_NEAREST is faster than GL_LINEAR, but looks blochy and pixelated. Good for slower computers though.
// Read more about the MIN and MAG filters at the bottom of main.cpp
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
// Now we need to free the bitmap data that we loaded since openGL stored it as a texture
if (pBitmap) // If we loaded the bitmap
{
if (pBitmap->data) // If there is texture data
{
free(pBitmap->data); // Free the texture data, we don't need it anymore
}
free(pBitmap); // Free the bitmap structure
}
}
我尝试了这个Link,This one too,也尝试了this。但仍然有错误。
此函数在初始化后用作:
LPCWSTR k =L"grass.bmp";
CreateTexture(g_Texture, "building1.bmp", 0);
CreateTexture(g_Texture, "clock.bmp", 0);
//list goes on
你可以帮帮我吗?
答案 0 :(得分:1)
将“LPSTR strFileName”更改为“LPCWSTR strFileName”,将“building1.bmp”更改为L“building1.bmp,将”clock.bmp“更改为”clock.bmp“。
始终要小心,因为LPSTR是ASCII,LPCWSTR是Unicode。因此,如果函数需要一个Unicode变量(如:L“String here”),则不能给它一个ASCII字符串。
答案 1 :(得分:1)
解决方案是:
更改您的函数原型以获取广泛的字符串:
void CreateTexture(GLuint textureArray[], LPWSTR strFileName, int textureID)
//...
LPCWSTR k =L"grass.bmp";
CreateTexture(g_Texture, L"building1.bmp", 0);
CreateTexture(g_Texture, L"clock.bmp", 0);
或
请勿更改您的函数原型,而是调用API函数的A
版本:
pBitmap = auxDIBImageLoadA(strFileName);
推荐:坚持使用宽字符串并使用正确的字符串类型。