GL_TEXTURE_RECTANGLE_ARB [英] GL_TEXTURE_RECTANGLE_ARB
本文介绍了GL_TEXTURE_RECTANGLE_ARB的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我尝试通过GL_TEXTURE_RECTANGLE_ARB使用数据原始纹理:
I try to use data raw texture using GL_TEXTURE_RECTANGLE_ARB:
void Display::tex(){
GLubyte Texture[16] =
{
0,0,0,0, 0xFF,0xFF,0xFF,0xFF,
0xFF,0xFF,0xFF,0xFF, 0,0,0,0
};
GLuint Nom;
glLoadIdentity();//load identity matrix
glTranslatef(0.0f,0.0f,-4.0f);//move forward 4 units
glEnable(GL_DEPTH_TEST); //Active le depth test
glDisable( GL_CULL_FACE );
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 2);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &Nom);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, Nom);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,
GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 2, 2,
0, GL_BGRA_EXT, GL_UNSIGNED_INT_8_8_8_8_REV, Texture);
angle = 0.01 * glutGet ( GLUT_ELAPSED_TIME );
glRotatef(angle,0,1,1);
glBegin(GL_QUADS); //Et c'est parti pour le cube !
glTexCoord2i(0,0);glVertex3i(-1,-1,-1);
glTexCoord2i(1,0);glVertex3i(+1,-1,-1);
glTexCoord2i(1,1);glVertex3i(+1,+1,-1);
glTexCoord2i(0,1);glVertex3i(-1,+1,-1);
//1 face
glTexCoord2i(0,0);glVertex3i(-1,-1,+1);
glTexCoord2i(1,0);glVertex3i(+1,-1,+1);
glTexCoord2i(1,1);glVertex3i(+1,+1,+1);
glTexCoord2i(0,1);glVertex3i(-1,+1,+1);
//2 faces
glTexCoord2i(0,0);glVertex3i(+1,-1,-1);
glTexCoord2i(1,0);glVertex3i(+1,-1,+1);
glTexCoord2i(1,1);glVertex3i(+1,+1,+1);
glTexCoord2i(0,1);glVertex3i(+1,+1,-1);
//3 faces
glTexCoord2i(0,0);glVertex3i(-1,-1,-1);
glTexCoord2i(1,0);glVertex3i(-1,-1,+1);
glTexCoord2i(1,1);glVertex3i(-1,+1,+1);
glTexCoord2i(0,1);glVertex3i(-1,+1,-1);
//4 faces
glTexCoord2i(1,0);glVertex3i(-1,+1,-1);
glTexCoord2i(1,1);glVertex3i(+1,+1,-1);
glTexCoord2i(0,1);glVertex3i(+1,+1,+1);
glTexCoord2i(0,0);glVertex3i(-1,+1,+1);
//5 faces
glTexCoord2i(1,0);glVertex3i(-1,-1,+1);
glTexCoord2i(1,1);glVertex3i(+1,-1,+1);
glTexCoord2i(0,1);glVertex3i(+1,-1,-1);
glTexCoord2i(0,0);glVertex3i(-1,-1,-1);
//6 faces
glEnd();
glFlush();
}
结果不是很好:
http://shareimage.ro/images/xdkyd12oty44c0qpuo1b.png
立方体的所有面都应具有4平方的纹理(2个黑色和2个白色).
The cube should have all faces with an texture 4 square (2 black and 2 white ) .
我不知道错误在哪里...
I dont know where is the error...
推荐答案
正在工作,请参见下一个:
It's working now, see next:
GLubyte Texture[16] =
{
0,0xFF,0,0xFF, 0xFF,0xFF,0xFF,0xFF,
0xFF,0xFF,0xFF,0xFF, 0,0,0,0
};
GLuint Nom;
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //Efface le framebuffer et le depthbuffer
glMatrixMode(GL_MODELVIEW); //Un petit gluLookAt()...
glLoadIdentity();//load identity matrix
glTranslatef(0.0f,0.0f,-4.0f);//move forward 4 units
angle = 0.1 * glutGet ( GLUT_ELAPSED_TIME );
glRotatef(angle,0,2,2);
glEnable(GL_TEXTURE_2D);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 2);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1,&Nom); //Génère un n° de texture
glBindTexture(GL_TEXTURE_2D,Nom); //Sélectionne ce n°
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 4, 4, 0, GL_RGB,GL_UNSIGNED_BYTE, Texture);
glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // GL_CLAMP_TO_EDGE
glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // GL_CLAMP_TO_EDGE
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 2, 2, 0, GL_BGRA_EXT, GL_UNSIGNED_INT_8_8_8_8_REV, Texture);
glBegin(GL_QUADS);
glTexCoord2i(0,0);glVertex3i(-1,-1,-1);
glTexCoord2i(2,0);glVertex3i(+1,-1,-1);
glTexCoord2i(2,2);glVertex3i(+1,+1,-1);
glTexCoord2i(0,2);glVertex3i(-1,+1,-1);
//1 face
glTexCoord2i(0,0);glVertex3i(-1,-1,+1);
glTexCoord2i(2,0);glVertex3i(+1,-1,+1);
glTexCoord2i(2,2);glVertex3i(+1,+1,+1);
glTexCoord2i(0,2);glVertex3i(-1,+1,+1);
//2 faces
glTexCoord2i(0,0);glVertex3i(+1,-1,-1);
glTexCoord2i(2,0);glVertex3i(+1,-1,+1);
glTexCoord2i(2,2);glVertex3i(+1,+1,+1);
glTexCoord2i(0,2);glVertex3i(+1,+1,-1);
//3 faces
glTexCoord2i(0,0);glVertex3i(-1,-1,-1);
glTexCoord2i(2,0);glVertex3i(-1,-1,+1);
glTexCoord2i(2,2);glVertex3i(-1,+1,+1);
glTexCoord2i(0,2);glVertex3i(-1,+1,-1);
glEnd();
glDisable(GL_TEXTURE_2D);
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