std::cout<<"Failed to load texture"<<std::endl; }//释放掉图像数据stbi_image_free(data); shader.use();//纹理对象2 texture2glGenTextures(1,&texture2); glBindTexture(GL_TEXTURE_2D,texture2);//设置纹理图像环绕方式glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParamete...
std::cout<<"Failed to load texture"<<std::endl; }//生成了纹理和相应的多级渐远纹理后,释放图像的内存stbi_image_free(data); OpenGL如何采样纹理呢? 首先在顶点着色器传入顶点的纹理坐标 texture_triangle.vs //vertex shader source#version330corelayout(location=0)invec3 position;//位置X,Y,Zlayout(...
unsigned char* data = stbi_load("Images/Crate.png", &width, &height, &nrChannels, 0); if (data) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); } else { std::cout << "Failed to load the textur...
(GLFW_OPENGL_PROFILE..., GLFW_OPENGL_CORE_PROFILE); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE...window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // glad: load all OpenGL...std::cout << "Failed to load texture" << std::endl; }...
stbi_load函数首先接受一个图像文件的位置作为输入。接下来它需要三个int作为它的第二、第三和第四个参数,stb_image.h将会用图像的宽度、高度和颜色通道的个数填充这三个变量。我们之后生成纹理的时候会用到的图像的宽度和高度的。 创建纹理 unsigned int texture; ...
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); 加载和创建纹理 在opengl中,其实没有图片的概念,所有的都认为是一个纹理数据 自己解析图片序列太繁琐了,我们直接引用一个库来作为方案,stb_image.h是Sean Barrett的一个非常流行的单头文件图像加载库,它能够加载大部分流行的文件格式,并且...
}else{std::cout<<"Failed to load texture"<<std::endl; } stbi_image_free(data); Applying textures For the upcoming sections we will use the rectangle shape drawn withglDrawElementsfrom the final part of theHello Trianglechapter. We need to inform OpenGL how to sample the texture so we'll...
它通过经过过滤纹理单元填充到实心区域。 下面是OpenGL ES载入一个简单纹理的例子 -(void)setupGL{ // 创建设备上下文,用OpenGL ES 2.0的API GLKView *view = (GLKView *)self.view; view.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; // GLKView ...
Texture failed to load at path: glass_dif.png ... (2) 增加打印 if (!skip) { Texture texture; texture.id = TextureFromFile(str.C_Str(), this->directory); std::cout << "texture path: " << str.C_Str() << ", directory: " << this->directory << endl; ...
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); /// void glTexParameteri( GLenum target, GLenum pname, GLint param); target:纹理图类型,1D,2D,3D Specifies the target to which the texture is bound for glTe...