使用程序生成来创建磁盘,但纹理无法正常工作

using procedural generation to creat a disk but the texture does not work properly

本文关键字:常工作 工作 纹理 程序生成 创建 磁盘      更新时间:2023-10-16

期望的结果是纹理在整个磁盘中几乎相同,但它似乎只能在边缘周围的几个三角形区域正确渲染

磁盘.cpp

void disk::disk(int sides)
{
float interval = ( 2 * PI )/sides;
float angle = 0.0f;
groundtexture = SOIL_load_OGL_texture
(
"gfx/ground.png", 
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_MIPMAPS | SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT
);
glBegin(GL_TRIANGLES);
for (int i = 0; i < sides; i++)
{
glBindTexture(GL_TEXTURE_2D,groundtexture);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexCoord2f(0.5, -0.5);
glVertex3f(0, 0, 0);
glTexCoord2f(cos(angle) / 2 + 0.5, - (sin(angle) / 2 + 0.5));
glVertex3f(cos(angle), sin(angle), 0);
glTexCoord2f(cos(angle + interval) / 2 + 0.5, -(sin(angle + interval) / 2 - 0.5));
glVertex3f(cos(angle + interval), sin(angle + interval), 0);
angle += interval;
}
glVertex3f(cos(0), sin(0), 0);
glEnd();
}

磁盘可以渲染,但纹理无法正确渲染。 建议编辑,磁盘纹理不正确

无论如何,你都会得到OpenGL错误。glBindTextureglTexParameteri分别不允许glTexEnvfglBegin/glEnd序列内。仅允许修改属性或指定顶点的指令。
绑定纹理并设置纹理参数后glBegin

glBindTexture(GL_TEXTURE_2D, myTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_TRIANGLES);
for (int i = 0; i < sides; i++)
{
glTexCoord2f(0.5, -0.5);
glVertex3f(0, 0, 0);
glTexCoord2f(cos(angle) / 2 + 0.5, - (sin(angle) / 2 + 0.5));
glVertex3f(cos(angle), sin(angle), 0);
glTexCoord2f(cos(angle + interval) / 2 + 0.5, -(sin(angle + interval) / 2 - 0.5));
glVertex3f(cos(angle + interval), sin(angle + interval), 0);
angle += interval;
}
glEnd();

GL_TEXTURE_MAG_FILTER不能GL_LINEAR_MIPMAP_LINEAR。它应该GL_LINEAR。所以替换这一行:

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

GL_MODULATE是一个整数值,而不是浮点值。如果要获得正确的结果,请使用正确的方法;)

glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);