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c - GL_REPEAT 和 GL_CLAMP 给出相同的结果

转载 作者:太空宇宙 更新时间:2023-11-04 07:29:25 24 4
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在 OpenGL 中生成纹理时,我遇到了 GL_REPEAT 和 GL_CLAMP 问题。在我的以下代码中,我使用 GL_REPEAT 和 GL_CLAMP 得到相同的结果(它总是重复)......我没有看到我的代码与许多教程中的代码有任何区别。请帮我找出这个错误。我尝试将图像大小从 4 增加到 128 ..但 GL_CLAMP 和 GL_REPEAT 之间仍然没有区别

#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>

#include <cmath>
#include <stdlib.h>
#include <stdio.h>

/* Create checkerboard texture */
#define checkImageWidth 64
#define checkImageHeight 64
static float checkImage[checkImageHeight][checkImageWidth][4];

static GLuint texName;

void makeCheckImage(void)
{
int i, j;
float c;

for (i = 0; i < checkImageHeight; i++) {
for (j = 0; j < checkImageWidth; j++) {
// c = ((((i&0x8)==0)^((j&0x8))==0))*255;
c = 10*sin(i*j);
// checkImage[i][j][0] = (GLubyte) c*0;
checkImage[i][j][0] = c*0.1;
checkImage[i][j][1] = c*0.25;
checkImage[i][j][2] = c*0.0;
checkImage[i][j][3] = 250;
}
}
}

void init(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);

makeCheckImage();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth,
checkImageHeight, 0, GL_RGBA, GL_FLOAT,
checkImage);
}

void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gluLookAt(1, -1, 1, 0, 1, 0, 0, 0, 1);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glBindTexture(GL_TEXTURE_2D, texName);
glMatrixMode(GL_MODELVIEW);
//glLoadIdentity();

// glLoadIdentity();
glPushMatrix();

glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-2.0, 1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(0.0, 1.0, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(0.0, -1.0, 0.0);

glTexCoord2f(0.0, 0.0); glVertex3f(1.0, -1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(2.41421, 1.0, -1.41421);
glTexCoord2f(1.0, 0.0); glVertex3f(2.41421, -2.0, -1.41421);

glPopMatrix();


glPushMatrix();
/*
glTranslated(-6, -2, 1);
glScaled(0.5,0.5,0.5) ;
//GLint mysphereID;
GLUquadricObj *sphere=NULL;
sphere = gluNewQuadric();
gluQuadricDrawStyle(sphere, GLU_LINE);
gluQuadricTexture(sphere, GL_TRUE);
gluQuadricNormals(sphere, GLU_SMOOTH);
gluSphere(sphere, 01.0, 100, 100);
*/
glPopMatrix();

glPushMatrix();

glColor3f(0.7f, 0.0f, 0.4f);
glTranslated(-1, -3, -1);
glScaled(0.5,0.5,0.5) ;
GLUquadricObj *quadObj = gluNewQuadric();
gluQuadricDrawStyle(quadObj, GLU_LINE);
gluQuadricNormals(quadObj, GLU_SMOOTH);
gluQuadricTexture(quadObj, GL_TRUE);
gluCylinder(quadObj, 0.8, 0.8, 1.4, 100, 100);

glPopMatrix();

glDisable(GL_TEXTURE_2D);
//gluDeleteQuadric(sphere);
gluDeleteQuadric(quadObj);


glEnd();
glFlush();

}

void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(100.0, (GLfloat) w/(GLfloat) h, 1.0, 30.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -3.6);
}

void keyboard (unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
default:
break;
}
}

int main(int argc, char** argv)
{
glutInit(&argc, argv);
//glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(550, 550);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}

最佳答案

除非您的纹理坐标在 0 到 1 的范围之外,否则您不会看到差异。否则没有什么可以钳制或重复。

关于c - GL_REPEAT 和 GL_CLAMP 给出相同的结果,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/15278979/

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