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這裏是我嘗試加載質地:奇的OpenGL紋理問題?:
這是當我運行我的代碼我所看到的:
這裏是我正在使用的代碼:
#include "sdl.h"
#include "sdl_opengl.h"
#include <stdio.h>
#include <gl/GL.h>
#include <gl/GLU.h>
Uint32 loadTexture(char* fileName)
{
Uint32 id;
SDL_Surface *img = NULL;
//load into memory using SDL
img = SDL_LoadBMP(fileName);
//generate an id for this texture
glGenTextures(1, &id);
//use this texture
glBindTexture(GL_TEXTURE_2D, id);
//load the texture into video memory via OpenGL
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGB,
img->w,
img->h,
0,
GL_RGB,
GL_UNSIGNED_SHORT_5_6_5,
img->pixels
);
//set mip map settings
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
SDL_FreeSurface(img);
return id;
}
Uint32 tex;
void init()
{
glClearColor(0.0, 0.0, 0.0, 1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1.0, 1.0, 0.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
tex = loadTexture("fireball.bmp");
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, tex);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3f(0.25, 0.25, 0.0);
glTexCoord2f(1.0, 0.0);
glVertex3f(0.5, 0.25, 0.0);
glTexCoord2f(1.0, 1.0);
glVertex3f(0.5, 0.5, 0.0);
glTexCoord2f(0.0, 1.0);
glVertex3f(0.25, 0.5, 0.0);
glEnd();
}
int main()
{
INT32 isRunning = 1;
SDL_Surface *screen = NULL;
SDL_Event event;
INT32 start;
INT32 FPS = 30;
SDL_Init(SDL_INIT_EVERYTHING);
screen = SDL_SetVideoMode(640, 480, 32, SDL_OPENGL);
init();
while(isRunning)
{
start = SDL_GetTicks();
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_QUIT: isRunning = 0; break;
}
}
display();
SDL_GL_SwapBuffers();
if(1000/FPS > SDL_GetTicks() - start)
{
SDL_Delay(1000/FPS - (SDL_GetTicks() - start));
}
}
SDL_Quit();
return(0);
}
我其實不確定GL_UNPACK_ALIGNMENT和glPixelStorei是什麼。我現在要去查看OpenGL文檔,但要知道我正在關注視頻教程。這個人正在使用Linux而不是Windows。我也會嘗試改變格式,因爲你說它可能是錯誤的。 –
經過與價值觀發揮各地,這裏是什麼在起作用: \t glTexImage2D( \t \t GL_TEXTURE_2D, \t \t 0, \t \t GL_RGB, \t \t img-> W, \t \t img-> H, \t \t 0, \t \t GL_BGR, \t \t GL_UNSIGNED_BYTE, \t \t img->像素 \t \t); –