문제

정점 등을 지정하는 다각형에 텍스처를 매핑하는 것에 대한 튜토리얼을 찾을 수 있지만 Glut (glutsolidcube)로 그려진 큐브 (또는 다른 물건)에 질감을 적용하는 방법에 관한 것은 없습니다.

나는 다음과 같은 일을하고 있습니다.

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);

이렇게하면 큐브에 텍스처를 적용 할 수 있지만 전체 큐브는 텍스처에서 첫 바이트의 색상을 얻습니다!

GlutsolidCube를 사용할 때 텍스처를 솔리드 큐브 (및 기타 고체)에 매핑하는 방법이 있습니까?

도움이 되었습니까?

해결책

아니요 glutSolidCube() 텍스처 좌표를 생성하지 않습니다. 다행히도, glutSolidCube() 자신을 구현하고 텍스처 좌표를 추가하기 쉽습니다. 다음은 소스 코드입니다 glutSolidCube() 및 관련 기능 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);
}

전화로 추가하십시오 gltexcoord* 기능의 가족. Nehe OpenGL로 텍스처 매핑을 시작하는 방법에 대한 훌륭한 자습서가 있습니다.

다른 팁

실제로 하나의 해결책이 있습니다 ...

이와 같은 텍스처 코디네이트 생성을 사용할 수 있습니다

    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);

에 따르면 GLUT API 문서:

GlutsolidCube는 조명에 적합하지만 조명에 적합하지만 텍스처 좌표를 생성하지는 않습니다 (주전자 제외).

라이센스 : CC-BY-SA ~와 함께 속성
제휴하지 않습니다 StackOverflow
scroll top