我正在使用该功能:
GLuint LoadTexture(const char* filename)
{
GLuint texture;
int width, height;
unsigned char* data;
FILE* file;
file = fopen(filename, "rb");
if (file == NULL) return 0;
width = 1024;
height = 512;
data = (unsigned char*)malloc(width * height * 3);
//int size = fseek(file,);
fread(data, width * height * 3, 1, file);
fclose(file);
for (int i = 0; i < width * height; ++i)
{
int index = i * 3;
unsigned char B, R;
B = data[index];
R = data[index + 2];
data[index] = R;
data[index + 2] = B;
}
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, width, height, GL_RGB, GL_UNSIGNED_BYTE, data);
free(data);
return texture;
}
在display()
函数中:
GLuint texture;
texture = LoadTexture("bubble.png");
glBindTexture(GL_TEXTURE_2D, texture);
如何使纹理出现在屏幕上?绑定纹理后该怎么办?
答案 0 :(得分:-1)
如果正确加载了纹理,则需要的着色器管道包含一个顶点着色器和一个片段着色器。然后,您可以渲染一个矩形并在“片段着色器”阶段中应用“纹理”。
顺便说一句。 SOIL是加载纹理
的绝佳库