我有一个非常简单的程序,将虚拟红色纹理映射到四边形.
这是C++中的纹理定义:
struct DummyRGB8Texture2d
{
uint8_t data[3*4];
int width;
int height;
};
DummyRGB8Texture2d myTexture
{
{
255,0,0,
255,0,0,
255,0,0,
255,0,0
},
2u,
2u
};
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这就是我设置纹理的方法:
void SetupTexture()
{
// allocate a texture on the default texture unit (GL_TEXTURE0):
GL_CHECK(glCreateTextures(GL_TEXTURE_2D, 1, &m_texture));
// allocate texture:
GL_CHECK(glTextureStorage2D(m_texture, 1, GL_RGB8, myTexture.width, myTexture.height));
GL_CHECK(glTextureParameteri(m_texture, GL_TEXTURE_WRAP_S, GL_REPEAT));
GL_CHECK(glTextureParameteri(m_texture, GL_TEXTURE_WRAP_T, GL_REPEAT));
GL_CHECK(glTextureParameteri(m_texture, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
GL_CHECK(glTextureParameteri(m_texture, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
// tell the shader that the sampler2d uniform uses the default texture unit (GL_TEXTURE0)
GL_CHECK(glProgramUniform1i(m_program->Id(), /* location in shader …Run Code Online (Sandbox Code Playgroud)