OpenGL纹理多维数据集未正确映射

时间:2013-08-06 01:03:10

标签: c++ opengl

几天前,我开始使用opengl 1.1进行小型体素游戏(我知道它已经过时了)。我使用sfml库来创建opengl上下文。我认为问题在于纹理坐标,但我不确定。渲染代码:

    glPushMatrix();
    glBegin(GL_QUADS);
    glColor3f(0.5, 0.5, 0.5);
    //front
    glTexCoord2f(0, 0); glVertex3f(0, 0, 0);
    glTexCoord2f(1, 0); glVertex3f(0, 1, 0);
    glTexCoord2f(1, 1); glVertex3f(1, 1, 0);
    glTexCoord2f(1, 0); glVertex3f(1, 0, 0);
    //back
    glTexCoord2f(0, 0); glVertex3f(0, 0, 1);
    glTexCoord2f(1, 0); glVertex3f(0, 1, 1);
    glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
    glTexCoord2f(1, 0); glVertex3f(1, 0, 1);
    glColor3f(0.6, 0.6, 0.6);
    //top
    glTexCoord2f(0, 0); glVertex3f(0, 1, 0);
    glTexCoord2f(1, 0); glVertex3f(0, 1, 1);
    glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
    glTexCoord2f(1, 0); glVertex3f(1, 1, 0);
    //bottom
    glTexCoord2f(0, 0); glVertex3f(0, 0, 0);
    glTexCoord2f(1, 0); glVertex3f(0, 0, 1);
    glTexCoord2f(1, 1); glVertex3f(1, 0, 1);
    glTexCoord2f(1, 0); glVertex3f(1, 0, 0);
    glColor3f(0.7, 0.7, 0.7);
    //left
    glTexCoord2f(0, 0); glVertex3f(0, 0, 0);
    glTexCoord2f(1, 0); glVertex3f(0, 1, 0);
    glTexCoord2f(1, 1); glVertex3f(0, 1, 1);
    glTexCoord2f(1, 0); glVertex3f(0, 0, 1);
    //right
    glTexCoord2f(0, 0); glVertex3f(1, 0, 0);
    glTexCoord2f(1, 0); glVertex3f(1, 1, 0);
    glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
    glTexCoord2f(1, 0); glVertex3f(1, 0, 1);
    glEnd();
    glPopMatrix();

这是游戏中的木质纹理之一: In game texture

这是木质纹理的图像: enter image description here

它真的很奇怪。怎么了?有人可以发布一个普通纹理立方体的例子吗?

1 个答案:

答案 0 :(得分:4)

尝试更改代码:

glTexCoord2f(0, 0); ...
glTexCoord2f(1, 0); ...
glTexCoord2f(1, 1); ...
glTexCoord2f(1, 0); ...

glTexCoord2f(0, 0); ...
glTexCoord2f(1, 0); ...
glTexCoord2f(1, 1); ...
glTexCoord2f(0, 1); ... (changed this line)

您将立方体的两个角映射到纹理中的同一个点。

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