所以我的问题是我尝试在启动时加载多个纹理,然后存储所有ID,以便我可以绑定它们来使用它们。现在我知道ID正在被正确存储,因为我可以调试它并在分配和使用中看到ID是相同的。只为每个绑定它使用我加载的最后一个纹理。这是我的代码:
GLuint TextureLoader::LoadTexture (const char* fileName,Material& material,int width,int height) {
GLuint textureImage;
FILE* textureFile;
textureFile = fopen(fileName, "rb");
unsigned char* imageData;
if (textureFile == NULL) {
return 0;
}
imageData = (unsigned char*)malloc(width * height * 3);
char header[54];
fread(header,1,54,textureFile);
fread(imageData, width * height * 3, 1, textureFile);
fclose(textureFile);
for (int i = 0; i < width * height; ++i) {
int nextIndex = i * 3;
unsigned char a = imageData[nextIndex];
unsigned char b = imageData[nextIndex+2];
imageData[nextIndex] = b;
imageData[nextIndex+2] = a;
}
glEnable(GL_TEXTURE_2D);
glGenTextures( 1, &textureImage );
glBindTexture( GL_TEXTURE_2D, textureImage );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_MODULATE );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
/*glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,GL_REPEAT );
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width, height,GL_RGB, GL_UNSIGNED_BYTE, imageData );*/
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, imageData);
glGenerateMipmap(GL_TEXTURE_2D);
free(imageData);
return textureImage;
}
以下是我对此代码的使用:
if (showTexture) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, material.texture);
}
这是我的加载电话:
green1.texture = TextureLoader::LoadTexture("/Users/hewitt/Desktop/OpenGLImages/face6.bmp",green1, 256, 256);
然后我只使用:
glTexCoord2f(1.0f,0.0f);
根据角落的变化进行绘制。这样就可以正确地绘制一个纹理,即使我使用不同的数字也可以重复纹理。
非常感谢任何帮助。
编辑----------
glBegin(mode);
Spatial::Vector3 normal = Mesh::calculateNormal (pointGroup);
glNormal3f(normal.x, normal.y, normal.z);
Material material = mesh.getMaterial();
if (showTexture) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, material.texture);
}
int counter = 0;
for (Spatial::Vector3 point : pointGroup) {
if (showTexture == false) {
Material::Colour colour = material.getColour();
glColor3f(colour.red, colour.green, colour.blue);
} else {
if (counter == 0) {
glTexCoord2f(1.0f,0.0f);
} else if (counter == 1) {
glTexCoord2f(1.0f,1.0f);
} else if (counter == 2) {
glTexCoord2f(0.0f,1.0f);
} else if (counter == 3) {
glTexCoord2f(0.0f,0.0f);
}
}
glVertex3f(point.x,point.y,point.z);
counter ++;
}
glEnd();
答案 0 :(得分:4)
在glEnable
和glBindTexture
之间,您无法致电glBegin
或glEnd
。您必须在glBegin
之前绑定纹理。实际上,您可以在glBegin
和glEnd
之间调用的OpenGL函数集仅限于传输顶点属性的glVertex
,glColor
,glTexCoord
等。 ..)。
请注意,即时模式API(即glBegin
/ glEnd
和朋友)是遗留的,已被弃用超过10年。我建议你切换到现代的OpenGL管道,它会为你排序很多东西。