2011-04-22 73 views
1

所以我现在加载了我的图像,但它说你可以为MipMap生成一个标志 。我设置了标志,据我所知,在某些时候使用MipMaps时,OpenGL会做 休息。OpenGL Mipmap和土壤标志

我错了吗?如果我是,我如何让MipMaps工作?

编辑:所以这是我的初始化函数,其中我打电话土壤与FLAG载入我的图像的贴图

//======================================== 
// init 
//======================================== 
void init(void) { 

    glEnable(GL_DEPTH_TEST); 
    glEnable(GL_NORMALIZE); 
    glEnable(GL_LIGHTING); 
    glEnable(GL_LIGHT0); 
    glShadeModel(GL_SMOOTH); 
    glEnable (GL_BLEND); //transparency 
    glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 
    glEnable(GL_TEXTURE_2D); 

    timerSpeed = 1000.0/60.0; 

    for(int i=0; i<6; i++) { 

     TextureNames[i] = TextureNames[i]+".bmp"; 
     TextureArray[i] = SOIL_load_OGL_texture((char*)TextureNames[i].c_str(),3, 
               SOIL_CREATE_NEW_ID, 
               SOIL_FLAG_POWER_OF_TWO | 
               SOIL_FLAG_MIPMAPS); 


    } 

} 

而这正是我打电话bindtexture和texparam(剪短,因为它只是另 面立方体,popmatrix和结束}为函数

void drawCube(void) { 

    glPushMatrix(); 

     glBindTexture(GL_TEXTURE_2D, TextureArray[1]); 
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_LINEAR); 
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 

     //FRONT FACE OF CUBE 
      glNormal3f(0.0,0.0,1.0); 
      glBegin(GL_POLYGON); 
      glTexCoord2f(0.0,0.0); glVertex3f(-1.0,-1.0,1.0); 
      glTexCoord2f(1.0,0.0); glVertex3f(1.0,-1.0,1.0); 
      glTexCoord2f(1.0,1.0); glVertex3f(1.0,1.0,1.0); 
      glTexCoord2f(0.0,1.0); glVertex3f(-1.0,1.0,1.0); 
      glEnd(); 

     //LEFT FACE OF CUBE 
      glNormal3f(-1.0,0.0,0.0); 
      glBegin(GL_POLYGON); 
      glTexCoord2f(0.0,0.0); glVertex3f(-1.0,-1.0,-1.0); 
      glTexCoord2f(1.0,0.0); glVertex3f(-1.0,-1.0,1.0); 
      glTexCoord2f(1.0,1.0); glVertex3f(-1.0,1.0,1.0); 
      glTexCoord2f(0.0,1.0); glVertex3f(-1.0,1.0,-1.0); 
      glEnd(); 
+0

为什么要传递3而不是SOIL_LOAD_RGB? – 2011-04-26 05:11:04

+0

嗨,对于迟到的响应RTS感到抱歉,自从我搞乱这个以来已经有一段时间了,但是如果我记得正确地将一个数字放在一起,就像调用SOIL_LOAD_RGB一样。我可能是错的,但我认为这是沿着这些线的东西! – 2011-05-27 17:51:11

回答

2

需要切换纹理过滤使用mipmap处理的:

glBindTexture(GL_TEXTURE_2D, theTextureID); 
glTexParamteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); 

您也可能希望查看各向异性过滤模式以提高过滤质量:http://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt

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嗯..以及我做 glBindTexture glTexParamteri 但我做他们,当我调用纹理来应用它。 – 2011-04-22 20:21:17

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请如果你有机会看看我的编辑上面,也许我做了完全错误的事情。 (上面的代码确实加载图像很好,但没有发生mipmapping) – 2011-04-22 20:37:55

+0

嗯,没关系!必须将MIN_FILTER和MAG_FILTER都设置为使用GL_LINEAR_MIPMAP_LINEAR! – 2011-04-23 08:23:29