我无法加载BMP纹理并将其显示在立方体的面上。我正在Windows 7上工作,我的编译器是Visual Studio 2010 Express。我使用FreeImage来加载bmp,我的图像位深度为24,大小为256 * 256。我使用SDL创建窗口和处理事件。当我编译和运行程序时,我的立方体仍然是白色的,它的面上没有显示任何东西。我将纹理加载到GLuint变量中,当我打印该变量时,它只会打印“1”。我的朋友告诉我,我的显卡与此版本的OpenGL不兼容。因此,我在虚拟机上的Ubuntu上编译和运行了该程序,并且它可以成功纹理化立方体。你能帮我正确地在Windows上运行它吗?如果需要,我的显卡是NVIDIA GT240 DDR5。
编辑:
这是我的initgl函数:
编辑:
这是我的initgl函数:
//OpenGL initialization.
int initGL(void)
{
glEnable(GL_TEXTURE_2D); //Enable texture mapping.
if(!loadGLTextures("bmp_24.bmp"))
return false;
glShadeModel(GL_SMOOTH);
glClearColor(0.0f , 0.0f , 0.0f , 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
//Nice perspective.
glHint(GL_PERSPECTIVE_CORRECTION_HINT , GL_NICEST);
return true;
}
这是加载图像的函数。在此之前已经定义了一个GLuint texture [1]:
//This function will load a bitmap image.
bool loadGLTextures(const char* file)
{
FREE_IMAGE_FORMAT fif = FIF_UNKNOWN;
fif = FreeImage_GetFileType(file , 0);
if(fif == FIF_UNKNOWN)
fif = FreeImage_GetFIFFromFilename(file);
if(fif == FIF_UNKNOWN)
return false;
FIBITMAP* dib = FreeImage_Load(fif , file);
if(!dib)
return false;
//Create the texture.
glGenTextures(1 , &texture[0]);
//Typical texture generation using data from the bitmap.
glBindTexture(GL_TEXTURE_2D , texture[0]);
//Generate the texture.
glTexImage2D(GL_TEXTURE_2D , 0 , GL_RGB , FreeImage_GetWidth(dib) ,
FreeImage_GetHeight(dib) , 0 , GL_BGR_EXT , GL_UNSIGNED_BYTE ,
FreeImage_GetBits(dib));
//Linear filtering.
glTexParameteri(GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR);
printf("%d" , texture[0]);
FreeImage_Unload(dib);
return true;
}
这是我的渲染函数:
//All of the drawing goes through this.
int drawGLScene(void)
{
static float xrot = 0 , yrot = 0 , zrot = 0;
//Clear screen and depth buffer.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f , 0.0f , -5.0f);
glRotatef(xrot , 1.0f , 0.0f , 0.0f);
glRotatef(yrot , 0.0f , 1.0f , 0.0f);
glRotatef(zrot , 0.0f , 0.0f ,1.0f);
//Select the texture.
glBindTexture(GL_TEXTURE_2D , texture[0]);
glBegin(GL_QUADS);
//Front:
//Bottom left of the texture and quad.
glTexCoord2f(0.0f , 0.0f); glVertex3f(-1.0f , -1.0f , 1.0f);
//Bottom right fo the texture and quad.
glTexCoord2f(1.0f , 0.0f); glVertex3f(1.0f , -1.0f , 1.0f);
//Top right of the texture and quad.
glTexCoord2f(1.0f , 1.0f); glVertex3f(1.0f , 1.0f , 1.0f);
//Top left of the texture and quad.
glTexCoord2f(0.0f , 1.0f); glVertex3f(-1.0f , 1.0f , 1.0f);
//Back:
//Bottom left of the texture and quad.
glTexCoord2f(0.0f , 0.0f); glVertex3f(1.0f , -1.0f , -1.0f);
//Bottom right of the texture and quad.
glTexCoord2f(1.0f , 0.0f); glVertex3f(-1.0f , -1.0f , -1.0f);
//Top right of the texture and the quad.
glTexCoord2f(1.0f , 1.0f); glVertex3f(-1.0f , 1.0f , -1.0f);
//Top left of the texture and the quad.
glTexCoord2f(0.0f , 1.0f); glVertex3f(1.0f , 1.0f , -1.0f);
//Top:
//Top right of the texture and quad.
glTexCoord2f(1.0f , 1.0f); glVertex3f(1.0f , 1.0f , -1.0f);
//Top left of the texture and quad.
glTexCoord2f(0.0f , 1.0f); glVertex3f(-1.0f , 1.0f , -1.0f);
//Bottom left of the texture and quad.
glTexCoord2f(0.0f , 0.0f); glVertex3f(-1.0f , 1.0f , 1.0f);
//Bottom right of the texture and quad.
glTexCoord2f(0.0f , 1.0f); glVertex3f(1.0f , 1.0f , 1.0f);
//Bottom:
//Top left of the texture and quad.
glTexCoord2f(0.0f , 1.0f); glVertex3f(-1.0f , -1.0f , 1.0f);
//Bottom left of the texture and quad.
glTexCoord2f(0.0f , 0.0f); glVertex3f(-1.0f , -1.0f , -1.0f);
//Bottom right of the texture and quad.
glTexCoord2f(1.0f , 0.0f); glVertex3f(1.0f , -1.0f , -1.0f);
//Top right of the texture and quad.
glTexCoord2f(1.0f , 1.0f); glVertex3f(1.0f , -1.0f , 1.0f);
//Right:
//Bottom right of the texture and quad.
glTexCoord2f(1.0f , 0.0f); glVertex3f(1.0f , -1.0f , -1.0f);
//Top right of the texture and quad.
glTexCoord2f(1.0f , 1.0f); glVertex3f(1.0f , 1.0f , -1.0f);
//Top left of the texture and quad.
glTexCoord2f(0.0f , 1.0f); glVertex3f(1.0f , 1.0f , 1.0f);
//Bottom left of the texture and quad.
glTexCoord2f(0.0f , 0.0f); glVertex3f(1.0f , -1.0f , 1.0f);
//Left:
//Bottom left of the texture and quad.
glTexCoord2f(0.0f , 0.0f); glVertex3f(-1.0f , -1.0f , -1.0f);
//Bottom right of the texture and quad.
glTexCoord2f(1.0f , 0.0f); glVertex3f(-1.0f , -1.0f , 1.0f);
//Top right of the texture and quad.
glTexCoord2f(1.0f , 1.0f); glVertex3f(-1.0f , 1.0f , 1.0f);
//Top left of the texture and quad.
glTexCoord2f(0.0f , 1.0f); glVertex3f(-1.0f , 1.0f , -1.0f);
glEnd();
SDL_GL_SwapBuffers();
xrot += 0.1;
yrot += 0.1;
zrot += 0.1;
return true;
}
freeimage
读取文件时遇到了问题? - Shahbaztexture[0]
的值是多少?是0
吗? - UltraInstinct