OpenGL纹理贴图基础(DOC可编).docVIP

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OpenGL纹理贴图基础(DOC可编).doc

OpenGL: Texture Mapping: When we apply image to a geometric primitive, we call this texture or texture mapping. Load texture image: glTexImage /glTexSubImage Map textures to geometry: glTexCoord Change the texture environment: glTexEnv Set texture mapping parameters: glTexparameter Generate mipmaps: gluBuildMipmaps Manage multiple textures: glBindTexture dramatic differnece: 戏剧性的. richness: 丰富. stark contrast: 对比. texel: the individual elements in a texture. pixel: the individual elements in a pixmap. A one-to-one correspondence seldom exists between texels and pixels on the screen. shrink: 收缩. bias: 误差, 偏差. Step on applying a texture map to geometry: First: Load the texture into memory: void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, void *data); target: GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D level: specifies the mipmap level being loaded, for non-mipmaped texutres always to set this to 0. internalformat: how many color components you want to store per texel. format: e.g. GL_RGB, GL_RGBA type: e.g. GL_UNSIGNED_BYTE, GL_BYTE, GL_FLOAT, data: picture data. You should also be aware that OpenGL copies the texture information from data when you call one of these functions(after loading, delete the data array, the wanted data is copied into the memory). Loaded textures are not applied to geometry unless the appropriate texture state is enabled. Second: specify texture coordinates. glTexCoord2f(s, t); Texture matrix: glMatrixMode(GL_TEXTURE) texture coordinates can also be transformated, rotated, and even scaled. coordinate wrapping, texture filters, and the texture environment. glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBytes); free(pBytes); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D

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