所以,我正在使用GLFW进行窗口管理,并且我已经引入了GLEW进行扩展管理。我正在尝试编写一个跨平台的游戏,这是我兄弟想出来的。这是一款纸牌游戏。但是,为了在3D表面上得到纹理映射和渲染的基础知识,我正在尝试让一些纸牌纹理显示在立方体的侧面上。我的第一个问题出现在glfw的TGA加载器上,只有第一个加载的纹理可以显示(虽然它在我试图给每个表面贴纹理时会正确地显示),尽管我已经使用了GLuint指针数组来进行glGenTextures。然后,我找到了http://home.comcast.net/~mlyn7576/OpenGL-TGA/,它似乎也可以工作,但现在只有最后加载的纹理将被显示,并且它在所有面上都显示同一张纹理,尽管我只引用了它的GL名称一次。那么我做错了什么?我不明白为什么只有一个加载的纹理被显示。
以下是我的主要头文件:
请注意,如果我在OnInit()中用glfwLoadTexture2D()替换load_texture_TGA的调用,那么我会遇到只显示第一个纹理的问题。为什么纹理不像它们应该的那样全部显示?
附注:如果这太长了,请原谅,我在编码时习惯提供我认为相关的所有信息来寻求帮助。
以下是我的主要头文件:
#ifndef _RPSEVOLVED_H_
#define _RPSEVOLVED_H_
#endif
#include <iostream>
#include <math.h>
#include <gl\glew.h>
#include <gl\glfw.h>
#include <stdint.h>
using namespace std;
class RPSEvolved
{
private:
bool Running;
public:
static RPSEvolved* instance;
RPSEvolved();
int OnExecute();
GLuint cardBackId;
GLuint bgId;
GLuint airCardId;
GLuint earthCardId;
GLuint fireCardId;
GLuint lightningCardId;
GLuint waterCardId;
public:
bool OnInit();
void OnEvent(/*SDL_Event* ev*/);
void OnLoop();
void OnRender();
void OnCleanup();
//callbacks
static void GLFWCALL OnKeyCB(int key, int action);
static void OnWindowCloseCB();
static RPSEvolved* GetInstance();
void GLFWCALL OnCharCB(int key, int action);
void GLFWCALL OnMouseWheelCB(int pos);
void GLFWCALL OnMouseMoveCB(int x, int y);
void GLFWCALL OnMouseButtonCB(int button, int action);
};
这是我的初始化代码:
#include "RPSEvolved.h"
#include "RPSE_TGA.h"
bool RPSEvolved::OnInit()
{
if(glfwInit() == GL_FALSE)
{
cout << "Error initializing GLFW";
return false;
}
if(glfwOpenWindow(1024, 768, 8, 8, 8, 8, 32, 32, GLFW_WINDOW) == GL_FALSE)
{
cout << "Error initializing GLFW";
return false;
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_TEXTURE_2D);
glEnable(GL_NORMALIZE); //Automatically normalize normals
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
gluPerspective(45, 1024/768, 1, 100);
glMatrixMode(GL_MODELVIEW);
glfwDisable(GLFW_AUTO_POLL_EVENTS);
glClearColor(0, 0, 0, 255);
glfwSetWindowCloseCallback((GLFWwindowclosefun)OnWindowCloseCB);
glfwSetKeyCallback(OnKeyCB);
cardBackId = load_texture_TGA("images\\cardBack.tga", NULL, NULL, GL_CLAMP, GL_CLAMP);
bgId = load_texture_TGA("images\\bg.tga", NULL, NULL, GL_CLAMP, GL_CLAMP);
airCardId = load_texture_TGA("images\\airCard.tga", NULL, NULL, GL_CLAMP, GL_CLAMP);
earthCardId = load_texture_TGA("images\\earthCard.tga", NULL, NULL, GL_CLAMP, GL_CLAMP);
fireCardId = load_texture_TGA("images\\fireCard.tga", NULL, NULL, GL_CLAMP, GL_CLAMP);
lightningCardId = load_texture_TGA("images\\lightningCard.tga", NULL, NULL, GL_CLAMP, GL_CLAMP);
waterCardId = load_texture_TGA("images\\waterCard.tga", NULL, NULL, GL_CLAMP, GL_CLAMP);
return true;
}
而我的显示代码:
#include "RPSEvolved.h"
void RPSEvolved::OnRender()
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gluLookAt(0.0f, 5.0f, 30.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
static float _angle = 0.0f; _angle -= 0.3f;
glEnable(GL_TEXTURE_2D);
glRotatef(_angle, 0.0f, 1.0f, 0.0f);
glColor4f(1.0f, 1.0f, 1.0f, 0.0f);
glBegin(GL_QUADS);
glBindTexture(GL_TEXTURE_2D, cardBackId);
glNormal3f(0.0f, 0.0f, 1.0f); // front
glTexCoord2f(0.0f, 0.0f); glVertex3f(-3.0f, -5.0f, 3.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(3.0f, -5.0f, 3.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(3.0f, 5.0f, 3.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-3.0f, 5.0f, 3.0f);
glBindTexture(GL_TEXTURE_2D, airCardId);
glNormal3f(1.0f, 0.0f, 0.0f); // right
glTexCoord2f(0.0f, 0.0f); glVertex3f(3.0f, -4.0f, 3.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(3.0f, -4.0f, -3.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(3.0f, 4.0f, -3.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(3.0f, 4.0f, 3.0f);
glBindTexture(GL_TEXTURE_2D, earthCardId);
glNormal3f(0.0f, 0.0f, -1.0f); // back
glTexCoord2f(0.0f, 0.0f); glVertex3f(3.0f, 4.0f, -3.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-3.0f, 4.0f, -3.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-3.0f, -4.0f, -3.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(3.0f, -4.0f, -3.0f);
glBindTexture(GL_TEXTURE_2D, fireCardId);
glNormal3f(-1.0f, 0.0f, 0.0f); // left
glTexCoord2f(0.0f, 0.0f); glVertex3f(-3.0f, 4.0f, -3.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-3.0f, 4.0f, 3.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-3.0f, -4.0f, 3.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-3.0f, -4.0f, -3.0f);
glBindTexture(GL_TEXTURE_2D, lightningCardId);
glNormal3f(0.0f, 1.0f, 0.0f); // top
glTexCoord2f(0.0f, 0.0f); glVertex3f(3.0f, 4.0f, 3.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-3.0f, 4.0f, 3.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-3.0f, 4.0f, -3.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(3.0f, 4.0f, -3.0f);
glBindTexture(GL_TEXTURE_2D, waterCardId);
glNormal3f(0.0f, -1.0f, 0.0f); // top
glTexCoord2f(0.0f, 0.0f); glVertex3f(-3.0f, -4.0f, 3.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(3.0f, -4.0f, 3.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(3.0f, -4.0f, -3.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-3.0f, -4.0f, -3.0f);
glEnd();
glfwSwapBuffers();
}
请注意,如果我在OnInit()中用glfwLoadTexture2D()替换load_texture_TGA的调用,那么我会遇到只显示第一个纹理的问题。为什么纹理不像它们应该的那样全部显示?
附注:如果这太长了,请原谅,我在编码时习惯提供我认为相关的所有信息来寻求帮助。