Comment appliquer une texture à glutSolidCube
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?
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.
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ELSE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT OR
CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY DAMAGES WHATSOEVER,
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NOT SILICON GRAPHICS, INC. HAS BEEN ADVISED OF THE POSSIBILITY
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Use, duplication, or disclosure by the Government is subject to
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*/
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).