int loadGLTextures(GLuint& unTexture, const char* chFileName) { AUX_RGBImageRec *TextureImage; //保存贴图数据的指针 TextureImage = auxDIBImageLoad("Data/NeHe.bmp"); //载入贴图数据 glGenTextures(1, &unTexture); // 创建一个纹理,unTexture glBindTexture(GL_TEXTURE_2D, unTexture); //绑定纹理,然后对该纹理区添加纹理数据 //设置纹理的信息, glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->sizeX, TextureImage->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage->data); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); //设置滤波为线性滤波 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); //线性滤波 if (TextureImage) //释放资源 { if (TextureImage->data) { free(TextureImage->data); } free(TextureImage); } return 1; } |
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