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我正在使用SDL加載圖像並將其分配給OpenGL四邊形。我找到了一個教程,告訴我如何去做,但是當我去運行程序時,它說SDL Surface變量(代碼中的曲面)正在被使用而不被初始化。我不知道是不是因爲我正在使用類,因爲我已經使用其他語言的知識來尋找解決方案,但沒有運氣。SDL表面正在使用而未被初始化錯誤
下面是一些代碼: 實體類(到目前爲止):
//d2_entity.h
class d2Entity
{
public:
bool LoadImage(const char* fileName);
void DrawImage();
void Clear();
private:
GLuint *texture;
GLenum textureFormat;
GLint noColours;
};
//d2_entity.cpp
bool d2Entity::LoadImageW(const char* fileName)
{
SDL_Surface *surface;
if((surface == IMG_Load(fileName)))
{
// Check if image size is a power of 2
if((surface->w & (surface->w - 1)) != 0)
cout << "Opps! '" << fileName << "'s' width is not a power of 2!";
if((surface->h & (surface->h -1)) != 0)
cout << "Opps! '" << fileName << "'s' height is not a power of 2!";
// Get the No. of channels
d2Entity::noColours = surface->format->BitsPerPixel;
// Contains a alpha channel
if(d2Entity::noColours == 4)
{
if(surface->format->Rmask == 0x000000ff)
d2Entity::textureFormat = GL_RGBA;
else
d2Entity::textureFormat = GL_BGRA;
}
// No alpha channel
else if(d2Entity::noColours == 3)
{
if(surface->format->Rmask == 0x000000ff)
d2Entity::textureFormat = GL_RGB;
else
d2Entity::textureFormat = GL_BGR;
}
else
cout << "Opps! The image '" << fileName << "' is not truecolour!" << endl;
// Create an OpenGL texture
glGenTextures(1, d2Entity::texture);
glBindTexture(GL_TEXTURE_2D, *d2Entity::texture);
// Set texture streching 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, d2Entity::noColours, surface->w, surface->h, 0, d2Entity::textureFormat, GL_UNSIGNED_BYTE, surface->pixels);
}
else
{
cout << "Opps! The entity image could not be loaded!" << endl;
SDL_Quit();
return false;
}
if(surface)
SDL_FreeSurface(surface);
return true;
}
謝謝,我不知道爲什麼我沒有注意到。這可能是因爲我通常會做阿明發布的內容。 – Antony 2013-03-06 16:31:25