(http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=06)
http://www.swiftless.com/tutorials/opengl/texture_under_windows.html
GLuint texture[1]; // Storage For One Texture
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture
TextureImage[0]=LoadBMP("NeHe.bmp");
glGenTextures(1, &texture[0]); // Create The Texture
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glBegin(GL_QUADS);
// Front Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
- Now that we've loaded the image data into TextureImage[0], we will build a texture using this data. glGenTextures(1, &texture[0]) tells OpenGL we want to generate one texture name.
- The line glBindTexture(GL_TEXTURE_2D, texture[0]) tells OpenGL to bind the named texture texture[0] to a texture target. 2D textures have both height (on the Y axes) and width (on the X axes). The main function of glBindTexture is to assign a texture name to texture data. In this case we're telling OpenGL there is memory available at &texture[0]. When we create the texture, it will be stored in the memory that &texture[0] references.
- Next we create the actual texture. The following line tells OpenGL the texture will be a 2D texture (GL_TEXTURE_2D). Zero represents the images level of detail, this is usually left at zero. Three is the number of data components. Because the image is made up of red data, green data and blue data, there are three components. TextureImage[0]->sizeX is the width of the texture. If you know the width, you can put it here, but it's easier to let the computer figure it out for you. TextureImage[0]->sizey is the height of the texture. zero is the border. It's usually left at zero. GL_RGB tells OpenGL the image data we are using is made up of red, green and blue data in that order. GL_UNSIGNED_BYTE means the data that makes up the image is made up of unsigned bytes, and finally... TextureImage[0]->data tells OpenGL where to get the texture data from. In this case it points to the data stored in the TextureImage[0] record.
- The next two lines tell OpenGL what type of filtering to use when the image is larger (GL_TEXTURE_MAG_FILTER) or stretched on the screen than the original texture, or when it's smaller (GL_TEXTURE_MIN_FILTER) on the screen than the actual texture. I usually use GL_LINEAR for both. This makes the texture look smooth way in the distance, and when it's up close to the screen. Using GL_LINEAR requires alot of work from the processor/video card, so if your system is slow, you might want to use GL_NEAREST. A texture that's filtered with GL_NEAREST will appear blocky when it's stretched. You can also try a combination of both. Make it filter things up close, but not things in the distance.
http://www.swiftless.com/tutorials/glsl/7_texturing.html
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