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几天前,我开始了一个与opengl 1.1(我知道它非常过时)的小体素游戏。我使用sfml库来创建一个opengl上下文。我认为问题出在纹理坐标上,但我不确定。渲染代码:OpenGL纹理立方体没有正确映射
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();
这是在游戏中的木纹理的一个:
这是木材纹理的图片:
它被映射在真古怪。哪里不对?有人可以发布一个普通纹理立方体的例子吗?
谢谢,我会试试 –
哦,我觉得很愚蠢!我为什么这样做?无论如何,非常感谢你!我可以继续我的体素游戏! –