std::cout << "Failed to load texture" << std::endl; } stbi_image_free(data); return texture; } 接口说明 glTexParameteri,设置纹理参数,有很多,这里只介绍使用的几种。 GL_TEXTURE_WRAP_S,设置s坐标轴的纹理环绕方式 GL_TEXTURE_WRAP_T,设置t坐标轴的纹理环绕方式 GL_TEXTURE_MIN_FILTER,设置显示分...
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(...
std::cout << "Failed to load texture" << std::endl; } //删除加载的图片数据,释放内存 stbi_image_free(data); /***第二个纹理对象***/ //创建纹理对象 //glGenTextures函数首先需要输入生成纹理的数量,然后把它们储存在第二个参数的unsigned int数组中 glGenTextures(1, &texture2); //绑定纹理 ...
failed to load...EngineState=ENGINESTATE_ERR;returnNULL;}SDL_Surface*T=loadPNG(file);texCacheItem*Texture=newtexCacheItem;Texture->TextureInfo=newtexInfo;glGenTextures(1,&Texture->TextureNum);//Allocate one more texture and save the name to the texCacheItemglBindTexture(GL_TEXTURE_2D,Texture-...
(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; }...
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...
}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...
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; ...
structTexture{GLuint id;//纹理 id ,OpenGL 环境下创建String type;//纹理类型(diffuse纹理或者specular纹理)}; 网格作为独立的渲染单元至少需要包含一组顶点数据以及顶点的索引和纹理,可以定义如下: classMesh{Public:vector<Vertex> vertices;//一组顶点vector<GLuint> indices;//顶点对应的索引vector<Texture> te...