このNehe Loadrawを使用して、openglでテクスチャ付きのポリゴンを作成しようとしています
GLuint LoadTextureRAW( const char * filename, int wrap )
{
GLuint texture;
int width, height;
Byte * data;
FILE * file;
// open texture data
file = fopen( "Data/raw.raw", "rb" );
if ( file == NULL ) return 0;
// allocate buffer
width = 256;
height = 256;
data = malloc( width * height * 3 );
// read texture data
fread( data, width * height * 3, 1, file );
fclose( file );
// allocate a texture name
glGenTextures( 1, &texture );
// select our current texture
glBindTexture( GL_TEXTURE_2D, texture );
// select modulate to mix texture with color for shading
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
// when texture area is small, bilinear filter the closest MIP map
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_NEAREST );
// when texture area is large, bilinear filter the first MIP map
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
// if wrap is true, the texture wraps over at the edges (repeat)
// ... false, the texture ends at the edges (clamp)
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
wrap ? GL_REPEAT : GL_CLAMP );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
wrap ? GL_REPEAT : GL_CLAMP );
// build our texture MIP maps
gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width,
height, GL_RGB, GL_UNSIGNED_BYTE, data );
// free buffer
free( data );
return texture;
}
次にポリゴンを作成します texture = LoadTextureRAW( "texture.raw", TRUE );
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, texture );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glBegin( GL_POLYGON );
glVertex3f( -42.0f, -42.0f, 0.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex3f( 42.0f, -42.0f, 0.0f );
glTexCoord2f( 1.0f, 0.0f );
glVertex3f( 42.0f, 42.0f, 0.0f );
glTexCoord2f( 1.0f, 1.0f );
glVertex3f( -42.0f, 42.0f, 0.0f );
glTexCoord2f( 0.0f, 1.0f );
glEnd();
2 のべき乗だけでなく任意のサイズの画像をロードし、座標の代わりにテクスチャの側面を使用してポリゴンを作成するように変更するにはどうすればよいですか?