我已经使用这样的代码将.bmp文件加载为纹理,并且我想填充一个矩形(例如,用它填充右壁的矩形)
GLuint LoadBMP(const char *fileName)
{
FILE *file;
unsigned char header[54];
unsigned int dataPos;
unsigned int size;
unsigned int width, height;
unsigned char *data;
file = fopen(fileName, "rb");
if (file == NULL)
{
//MessageBox(NULL, L"Error: Invaild file path!", L"Error", MB_OK);
return false;
}
if (fread(header, 1, 54, file) != 54)
{
//MessageBox(NULL, L"Error: Invaild file!", L"Error", MB_OK);
return false;
}
if (header[0] != 'B' || header[1] != 'M')
{
//MessageBox(NULL, L"Error: Invaild file!", L"Error", MB_OK);
return false;
}
dataPos = *(int*)&(header[0x0A]);
size = *(int*)&(header[0x22]);
width = *(int*)&(header[0x12]);
height = *(int*)&(header[0x16]);
if (size == NULL)
size = width * height * 3;
if (dataPos == NULL)
dataPos = 54;
data = new unsigned char[size];
fread(data, 1, size, file);
fclose(file);
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
return texture;
}
并像这样使用它:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor3f(0.0, 0.0, 0.0);
GLuint texture = LoadBMP("mina.bmp");
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_REPLACE);
glBindTexture(GL_TEXTURE_2D, texture);
glBegin(GL_QUADS);
glTexCoord2i(0, 0); glVertex2i(0, 0);
glTexCoord2i(0, 1); glVertex2i(0, 5);
glTexCoord2i(1, 1); glVertex2i(5, 5);
glTexCoord2i(1, 0); glVertex2i(5, 0);
glEnd();
glDisable(GL_TEXTURE_2D);
但是当我运行它时,它什么也没有做,当我注释掉这两行时:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
输出是黑色矩形而不是带纹理的矩形。我不知道怎么了!关于我使用的.bmp文件吗?我将带有Microsoft画图的jpeg格式更改为.bmp
文件。我什至尝试使用Visual Studio创建的.bmp
文件。这是我说的第二个输出:“ >>
我已经使用了这样的代码将.bmp文件加载为纹理,并且我想填充一个矩形(例如,用它填充右壁的矩形)GLuint LoadBMP(const char * fileName){FILE * file;无符号...
东西:
可能忘记了