• opengl纹理


    glDepthRange(0.0, 1.0);
     glClearDepth(1.0);
     
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glClearColor(0.0, 0.0, 0.0, 1.0);

        //glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
     
        AUX_RGBImageRec *textureImage[1];
        textureImage[0] = auxDIBImageLoadA(TEXT("D:/aa.bmp"));
      

        GLuint texture[1];
        glEnable(GL_TEXTURE_2D);
     glGenTextures(1, &texture[0]);
     glBindTexture(GL_TEXTURE_2D, texture[0]);

     
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

     glTexParameteri(GL_TEXTURE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
     glTexParameteri(GL_TEXTURE, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
        //glTexImage2D(GL_TEXTURE_2D, 0, 3, textureImage[0]->sizeX, textureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, textureImage[0]->data);//此函数失效,可使用gluBuild2DMipmaps()
        gluBuild2DMipmaps(GL_TEXTURE_2D, 3, textureImage[0]->sizeX, textureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, textureImage[0]->data);

     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
     

     glBindTexture(GL_TEXTURE_2D, texture[0]);
        //glColor4f(1.0, 0.0, 0.0, 0.5);
     glBegin(GL_QUADS);
         glTexCoord2f(0.0f, 0.0f); glVertex3f(-10.0f, -10.0f,  10.0f); // 纹理和四边形的左下
      glTexCoord2f(1.0f, 0.0f); glVertex3f( 10.0f, -10.0f,  10.0f); // 纹理和四边形的右下
      glTexCoord2f(1.0f, 1.0f); glVertex3f( 10.0f,  10.0f,  10.0f); // 纹理和四边形的右上
      glTexCoord2f(0.0f, 1.0f); glVertex3f(-10.0f,  10.0f,  10.0f); // 纹理和四边形的左上
      // 后面
      
     glEnd();


     glFlush(); 
     glDisable(GL_TEXTURE_2D);
     

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  • 原文地址:https://www.cnblogs.com/lizhengjin/p/1528847.html
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