2
通常,我使用的紋理座標從0到1OpenGL的重複紋理部分
glTexCoord2f(0, 0);
glTexCoord2f(1, 0);
glTexCoord2f(1, 1);
glTexCoord2f(0, 1);
如果我需要紋理部分(削波)我使用 -
glTexCoord2f(Texture.Left/Texture.Width, Texture.Top/Texture.Height);
glTexCoord2f(Texture.Right/Texture.Width, Texture.Top/Texture.Height);
glTexCoord2f(Texture.Right/Texture.Width, Texture.Bottom/Texture.Height);
glTexCoord2f(Texture.Left/Texture.Width, Texture.Bottom/Texture.Height);
如果我需要重複紋理甲X B次我用 -
glTexCoord2f(0, 0);
glTexCoord2f(A, 0);
glTexCoord2f(A, B);
glTexCoord2f(0, B);
雖然如果我需要重複的紋理(裁剪)中的一部分,這並不工作 -
glTexCoord2f(Texture.Left/Texture.Width * A, Texture.Top/Texture.Height * B);
glTexCoord2f(Texture.Right/Texture.Width * A, Texture.Top/Texture.Height * B);
glTexCoord2f(Texture.Right/Texture.Width * A, Texture.Bottom/Texture.Height * B);
glTexCoord2f(Texture.Left/Texture.Width * A, Texture.Bottom/Texture.Height * B);