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我想要制作一个方法来绘制一个具有指定大小和纹理的立方体。问题是,当我调整立方体的大小时,纹理不会随着它一起调整大小。例如,如果我以大小.5F绘制,则只有8x8像素的16x16纹理绘制。我究竟做错了什么?OpenGL LWJGL可调整大小的纹理立方体
static void drawCube(float size, Texture tex, int x, int y, int z) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTranslatef(x, y, z);
tex.bind();
glPolygonMode(GL_FRONT, GL_FILL);
glBegin(GL_QUADS);
glTexCoord2d(0.0f * size, 0.0f * size);
glVertex3f(-1.0f * size, -1.0f * size, 1.0f * size);
glTexCoord2d(1.0f * size, 0.0f * size);
glVertex3f(1.0f * size, -1.0f * size, 1.0f * size);
glTexCoord2d(1.0f * size, 1.0f * size);
glVertex3f(1.0f * size, 1.0f * size, 1.0f * size);
glTexCoord2d(0.0f * size, 1.0f * size);
glVertex3f(-1.0f * size, 1.0f * size, 1.0f * size);
glEnd();
glBegin(GL_QUADS);
glTexCoord2d(1.0f * size, 0.0f * size);
glVertex3f(-1.0f * size, -1.0f * size, -1.0f * size);
glTexCoord2d(1.0f * size, 1.0f * size);
glVertex3f(-1.0f * size, 1.0f * size, -1.0f * size);
glTexCoord2d(0.0f * size, 1.0f * size);
glVertex3f(1.0f * size, 1.0f * size, -1.0f * size);
glTexCoord2d(0.0f * size, 0.0f * size);
glVertex3f(1.0f * size, -1.0f * size, -1.0f * size);
glEnd();
glBegin(GL_QUADS);
glTexCoord2d(0.0f * size, 1.0f * size);
glVertex3f(-1.0f * size, 1.0f * size, -1.0f * size);
glTexCoord2d(0.0f * size, 0.0f * size);
glVertex3f(-1.0f * size, 1.0f * size, 1.0f * size);
glTexCoord2d(1.0f * size, 0.0f * size);
glVertex3f(1.0f * size, 1.0f * size, 1.0f * size);
glTexCoord2d(1.0f * size, 1.0f * size);
glVertex3f(1.0f * size, 1.0f * size, -1.0f * size);
glEnd();
glBegin(GL_QUADS);
glTexCoord2d(1.0f * size, 1.0f * size);
glVertex3f(-1.0f * size, -1.0f * size, -1.0f * size);
glTexCoord2d(0.0f * size, 1.0f * size);
glVertex3f(1.0f * size, -1.0f * size, -1.0f * size);
glTexCoord2d(0.0f * size, 0.0f * size);
glVertex3f(1.0f * size, -1.0f * size, 1.0f * size);
glTexCoord2d(1.0f * size, 0.0f * size);
glVertex3f(-1.0f * size, -1.0f * size, 1.0f * size);
glEnd();
glBegin(GL_QUADS);
glTexCoord2d(1.0f * size, 0.0f * size);
glVertex3f(1.0f * size, -1.0f * size, -1.0f * size);
glTexCoord2d(1.0f * size, 1.0f * size);
glVertex3f(1.0f * size, 1.0f * size, -1.0f * size);
glTexCoord2d(0.0f * size, 1.0f * size);
glVertex3f(1.0f * size, 1.0f * size, 1.0f * size);
glTexCoord2d(0.0f * size, 0.0f * size);
glVertex3f(1.0f * size, -1.0f * size, 1.0f * size);
glEnd();
glBegin(GL_QUADS);
glTexCoord2d(0.0f * size, 0.0f * size);
glVertex3f(-1.0f * size, -1.0f * size, -1.0f * size);
glTexCoord2d(1.0f * size, 0.0f * size);
glVertex3f(-1.0f * size, -1.0f * size, 1.0f * size);
glTexCoord2d(1.0f * size, 1.0f * size);
glVertex3f(-1.0f * size, 1.0f * size, 1.0f * size);
glTexCoord2d(0.0f * size, 1.0f * size);
glVertex3f(-1.0f * size, 1.0f * size, -1.0f * size);
glEnd();
glTranslatef(-x, -y, -z);
}