Question

Je peux trouver des tutoriels sur la cartographie de textures sur des polygones spécifiant des sommets, etc., mais rien sur la manière d'appliquer une texture à un cube (ou à un autre élément) dessiné avec glut (glutSolidCube).

Je fais quelque chose comme:

glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, decal);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nearest);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nearest);

glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, 4, myImageWidth, myImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)myImage);

//...

glEnable(GL_TEXTURE_2D);

//now draw the cube
glutSolidCube(N);

Ce faisant, je reçois la texture à appliquer au cube mais tout le cube obtient la couleur du premier octet de la texture!

Est-il possible de mapper une texture sur un cube solide (et d'autres solides) lors de l'utilisation de glutSolidCube?

Était-ce utile?

La solution

Non, car glutSolidCube () ne génère pas de coordonnées de texture. Heureusement, glutSolidCube () est facile à mettre en oeuvre et à ajouter des coordonnées de texture. Voici le code source de glutSolidCube () et des fonctions associées, à partir de http://www.opengl.org/resources/libraries/glut/ :

/* Copyright (c) Mark J. Kilgard, 1994, 1997. */

/**                                                                             
(c) Copyright 1993, Silicon Graphics, Inc.                                      

ALL RIGHTS RESERVED                                                             

Permission to use, copy, modify, and distribute this software                   
for any purpose and without fee is hereby granted, provided                     
that the above copyright notice appear in all copies and that                   
both the copyright notice and this permission notice appear in                  
supporting documentation, and that the name of Silicon                          
Graphics, Inc. not be used in advertising or publicity                          
pertaining to distribution of the software without specific,                    
written prior permission.

THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU
"AS-IS" AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR
OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF
MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.  IN NO
EVENT SHALL SILICON GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE
ELSE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT OR
CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY DAMAGES WHATSOEVER,
INCLUDING WITHOUT LIMITATION, LOSS OF PROFIT, LOSS OF USE,
SAVINGS OR REVENUE, OR THE CLAIMS OF THIRD PARTIES, WHETHER OR
NOT SILICON GRAPHICS, INC.  HAS BEEN ADVISED OF THE POSSIBILITY
OF SUCH LOSS, HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE OR
PERFORMANCE OF THIS SOFTWARE.

US Government Users Restricted Rights

Use, duplication, or disclosure by the Government is subject to
restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
(c)(1)(ii) of the Rights in Technical Data and Computer
Software clause at DFARS 252.227-7013 and/or in similar or
successor clauses in the FAR or the DOD or NASA FAR
Supplement.  Unpublished-- rights reserved under the copyright
laws of the United States.  Contractor/manufacturer is Silicon
Graphics, Inc., 2011 N.  Shoreline Blvd., Mountain View, CA
94039-7311.

OpenGL(TM) is a trademark of Silicon Graphics, Inc.
*/

static void
drawBox(GLfloat size, GLenum type)
{
  static GLfloat n[6][3] =
  {
    {-1.0, 0.0, 0.0},
    {0.0, 1.0, 0.0},
    {1.0, 0.0, 0.0},
    {0.0, -1.0, 0.0},
    {0.0, 0.0, 1.0},
    {0.0, 0.0, -1.0}
  };
  static GLint faces[6][4] =
  {
    {0, 1, 2, 3},
    {3, 2, 6, 7},
    {7, 6, 5, 4},
    {4, 5, 1, 0},
    {5, 6, 2, 1},
    {7, 4, 0, 3}
  };
  GLfloat v[8][3];
  GLint i;

  v[0][0] = v[1][0] = v[2][0] = v[3][0] = -size / 2;
  v[4][0] = v[5][0] = v[6][0] = v[7][0] = size / 2;
  v[0][1] = v[1][1] = v[4][1] = v[5][1] = -size / 2;
  v[2][1] = v[3][1] = v[6][1] = v[7][1] = size / 2;
  v[0][2] = v[3][2] = v[4][2] = v[7][2] = -size / 2;
  v[1][2] = v[2][2] = v[5][2] = v[6][2] = size / 2;

  for (i = 5; i >= 0; i--) {
    glBegin(type);
    glNormal3fv(&n[i][0]);
    glVertex3fv(&v[faces[i][0]][0]);
    glVertex3fv(&v[faces[i][1]][0]);
    glVertex3fv(&v[faces[i][2]][0]);
    glVertex3fv(&v[faces[i][3]][0]);
    glEnd();
  }
}

void APIENTRY
glutSolidCube(GLdouble size)
{
  drawBox(size, GL_QUADS);
}

Ajoutez simplement quelques appels à la glTexCoord * famille de fonctions. NeHe propose un bon tutoriel sur la mise en route du mappage de texture. avec OpenGL.

Autres conseils

En fait, il y a une solution ...

vous pouvez utiliser générer des coordonnées de texture comme ceci

    glEnable(GL_TEXTURE_GEN_S); //enable texture coordinate generation
    glEnable(GL_TEXTURE_GEN_T);
    glBindTexture(GL_TEXTURE_2D, theTexture[2]);
    glutSolidCube(2);
    glDisable(GL_TEXTURE_GEN_S); //enable texture coordinate generation
    glDisable(GL_TEXTURE_GEN_T);

Selon la documentation de l'API GLUT :

  

[glutSolidCube génère] des normales appropriées pour l'éclairage, mais ne génère pas de coordonnées de texture (sauf pour la théière).

Licencié sous: CC-BY-SA avec attribution
Non affilié à StackOverflow
scroll top