三角形纹理映射OpenGL [英] Triangle texture mapping OpenGL
问题描述
我正在研究一个使用Marching Cubes算法的项目,并将数据更改为3D模型.现在,我想在OpenGL中为我的3D模型使用纹理映射.我尝试过一个简单的示例,该示例将图片映射到三角形上.
I am working on a project using the Marching Cubes algorithm and changing the data into a 3D model. Now I want to use texture mapping in OpenGL for my 3D model. I have tried a simple example to begin with, which maps a picture onto a triangle.
这是我的代码:
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Matrix
glTranslatef(1.0f,0.0f,-6.0f); // Move Into The Screen 5 Units
glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis
glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis
glRotatef(zrot,0.0f,0.0f,1.0f); // Rotate On The Z Axis
glBindTexture(GL_TEXTURE_2D, texture[0]); // Select Our Texture
glBegin(GL_TRIANGLES);
glTexCoord2f(0, 0); glVertex3f( -2, 0, -2 );
glTexCoord2f(1, 0); glVertex3f( 2, 0, -2 );
glTexCoord2f(0.5, 1); glVertex3f( 0, 2, -2 );
glEnd();
xrot+=0.3f; // X Axis Rotation
yrot+=0.2f; // Y Axis Rotation
zrot+=0.4f; // Z Axis Rotation
return true; // Keep Going
}
现在的问题是,图片无法完全映射到三角形内,并且程序会剪切三角形的图像,因此我丢失了部分数据. 如何将整个图像映射到三角形中?
Now the problem is that the picture does not map completely within the triangle, and the program cut the image for the triangle, so I am losing some part of my data. How can I map the whole image into the triangle?
推荐答案
如果尝试将整个纹理加载为矩形/正方形,则必须在OpenGL中使用一个正方形或两个三角形来制作一个正方形,并且然后将纹理的一半映射到每个三角形.
If you're trying to load the entire texture as a rectangle/square, you have to make a square in OpenGL using either a quad or two triangles, and then map half of the texture to each triangle.
喜欢这个:
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Matrix
glTranslatef(1.0f,0.0f,-6.0f); // Move Into The Screen 5 Units
glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis
glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis
glRotatef(zrot,0.0f,0.0f,1.0f); // Rotate On The Z Axis
glBindTexture(GL_TEXTURE_2D, texture[0]); // Select Our Texture
glBegin(GL_TRIANGLES);
// first triangle, bottom left half
glTexCoord2f(0, 0); glVertex3f( -2, 0, -2 );
glTexCoord2f(1, 0); glVertex3f( 2, 0, -2 );
glTexCoord2f(0, 1); glVertex3f( -2, 2, -2 );
// second triangle, top right half
glTexCoord2f(1, 0); glVertex3f( 2, 0, -2 );
glTexCoord2f(0, 1); glVertex3f( -2, 2, -2 );
glTexCoord2f(1, 1); glVertex3f( 2, 2, -2 );
glEnd();
xrot+=0.3f; // X Axis Rotation
yrot+=0.2f; // Y Axis Rotation
zrot+=0.4f; // Z Axis Rotation
return true; // Keep Going
}
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