Opengl 纹理映射和图像分辨率
我正在使用 opengl 和纹理映射。 问题是,当应用的纹理为 512×32 像素时,一切工作正常,但当应用的纹理为 128×128 时,纹理应用不正确。
纹理没有正确重复,它应用于对象的开头,而对象的其余部分则没有任何纹理。
代码中:length参数约为100。
LoadTexture:读取.bmp文件并返回纹理索引的函数。
这是我正在使用的代码。
int LoadTexture(char *filename,int alpha)
{
using namespace std;
int i, j=0; //Index variables
static int num_texture;
ifstream l_file(filename);
unsigned char *l_texture; //The pointer to the memory zone in which we will load the texture
// windows.h gives us these types to work with the Bitmap files
BITMAPFILEHEADER fileheader;
BITMAPINFOHEADER infoheader;
RGBTRIPLE rgb;
num_texture++; // The counter of the current texture is increased
if(!l_file) return (-1); // Open the file for reading
l_file.read(reinterpret_cast<char *>(&fileheader), sizeof(fileheader)); // Read the fileheader
//fseek(l_file, sizeof(fileheader), SEEK_SET); // Jump the fileheader
l_file.read(reinterpret_cast<char *>(&infoheader), sizeof(infoheader)); // and read the infoheader
// Now we need to allocate the memory for our image (width * height * color deep)
l_texture = new byte [infoheader.biWidth * infoheader.biHeight * 4];
// And fill it with zeros
memset(l_texture, 0, infoheader.biWidth * infoheader.biHeight * 4);
// At this point we can read every pixel of the image
for (i=0; i < infoheader.biWidth*infoheader.biHeight; i++)
{
// We load an RGB value from the file
l_file.read(reinterpret_cast<char *>(&rgb), sizeof(rgb));
// And store it
l_texture[j+0] = rgb.rgbtRed; // Red component
l_texture[j+1] = rgb.rgbtGreen; // Green component
l_texture[j+2] = rgb.rgbtBlue; // Blue component
l_texture[j+3] = alpha; // Alpha value
j += 4; // Go to the next position
}
l_file.close(); // Closes the file stream
glBindTexture(GL_TEXTURE_2D, num_texture); // Bind the ID texture specified by the 2nd parameter
// The next commands sets the texture parameters
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // If the u,v coordinates overflow the range 0,1 the image is repeated
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // The magnification function ("linear" produces better results)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //The minifying function
// Finally we define the 2d texture
glTexImage2D(GL_TEXTURE_2D, 0, 4, infoheader.biWidth, infoheader.biHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, l_texture);
// And create 2d mipmaps for the minifying function
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, infoheader.biWidth, infoheader.biHeight, GL_RGBA, GL_UNSIGNED_BYTE, l_texture);
delete [] l_texture; // Free the memory we used to load the texture
return num_texture; // Returns the current texture OpenGL ID
}
这就是我如何绘制坐标
void drawStreetStraight(Vector2d & point1,Vector2d & point2,Vector2d & point3,Vector2d & point4,double length)
{
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECR);
glBindTexture(GL_TEXTURE_2D,streetTexture);
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex3d(point1.x,0,point1.y);
glTexCoord2f(1,0);
glVertex3d(point2.x,0,point2.y);
glTexCoord2f(1,length/2.0);
glVertex3d(point3.x,0,point3.y);
glTexCoord2f(0,length/2.0);
glVertex3d(point4.x,0,point4.y);
glEnd();
glDisable(GL_TEXTURE_2D);
}
i'm working with opengl and texture mapping.
the problem is when the applied texture is 512×32 pixels every thing is working fine, but when it's 128×128 the texture is not applied properly.
the texture is not repeated properly, it's applied to the beginning of object and the rest of him is left without any texture.
in the code: length parameter is about 100.
LoadTexture: a function reading .bmp file and returning texture index.
Here's the code i'm working with.
int LoadTexture(char *filename,int alpha)
{
using namespace std;
int i, j=0; //Index variables
static int num_texture;
ifstream l_file(filename);
unsigned char *l_texture; //The pointer to the memory zone in which we will load the texture
// windows.h gives us these types to work with the Bitmap files
BITMAPFILEHEADER fileheader;
BITMAPINFOHEADER infoheader;
RGBTRIPLE rgb;
num_texture++; // The counter of the current texture is increased
if(!l_file) return (-1); // Open the file for reading
l_file.read(reinterpret_cast<char *>(&fileheader), sizeof(fileheader)); // Read the fileheader
//fseek(l_file, sizeof(fileheader), SEEK_SET); // Jump the fileheader
l_file.read(reinterpret_cast<char *>(&infoheader), sizeof(infoheader)); // and read the infoheader
// Now we need to allocate the memory for our image (width * height * color deep)
l_texture = new byte [infoheader.biWidth * infoheader.biHeight * 4];
// And fill it with zeros
memset(l_texture, 0, infoheader.biWidth * infoheader.biHeight * 4);
// At this point we can read every pixel of the image
for (i=0; i < infoheader.biWidth*infoheader.biHeight; i++)
{
// We load an RGB value from the file
l_file.read(reinterpret_cast<char *>(&rgb), sizeof(rgb));
// And store it
l_texture[j+0] = rgb.rgbtRed; // Red component
l_texture[j+1] = rgb.rgbtGreen; // Green component
l_texture[j+2] = rgb.rgbtBlue; // Blue component
l_texture[j+3] = alpha; // Alpha value
j += 4; // Go to the next position
}
l_file.close(); // Closes the file stream
glBindTexture(GL_TEXTURE_2D, num_texture); // Bind the ID texture specified by the 2nd parameter
// The next commands sets the texture parameters
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // If the u,v coordinates overflow the range 0,1 the image is repeated
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // The magnification function ("linear" produces better results)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //The minifying function
// Finally we define the 2d texture
glTexImage2D(GL_TEXTURE_2D, 0, 4, infoheader.biWidth, infoheader.biHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, l_texture);
// And create 2d mipmaps for the minifying function
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, infoheader.biWidth, infoheader.biHeight, GL_RGBA, GL_UNSIGNED_BYTE, l_texture);
delete [] l_texture; // Free the memory we used to load the texture
return num_texture; // Returns the current texture OpenGL ID
}
and Here's how i'm doing mapping coordinates
void drawStreetStraight(Vector2d & point1,Vector2d & point2,Vector2d & point3,Vector2d & point4,double length)
{
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECR);
glBindTexture(GL_TEXTURE_2D,streetTexture);
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex3d(point1.x,0,point1.y);
glTexCoord2f(1,0);
glVertex3d(point2.x,0,point2.y);
glTexCoord2f(1,length/2.0);
glVertex3d(point3.x,0,point3.y);
glTexCoord2f(0,length/2.0);
glVertex3d(point4.x,0,point4.y);
glEnd();
glDisable(GL_TEXTURE_2D);
}
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我不确定这是否适合您的示例,但看来您没有在任何地方使用 glGenTextures。
这是有原因的吗?
我像这样准备纹理:
I'm not sure if this is a fix for your example, but it appears that you are not using glGenTextures anywhere.
Is there a reason for this?
I prep textures like so: