Beispiel #1
0
void texturegeneration::initializeGL()
{
    glClearColor (0.0, 0.0, 0.0, 0.0);
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);
    makeStripeImage();
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glGenTextures(1, &texName);
    glBindTexture(GL_TEXTURE_1D, texName);
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER,
    GL_LINEAR);
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER,
    GL_LINEAR);
    glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, stripeImageWidth, 0,
    GL_RGBA, GL_UNSIGNED_BYTE, stripeImage);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    currentCoeff = xequalzero;
    currentGenMode = GL_OBJECT_LINEAR;
    currentPlane = GL_OBJECT_PLANE;
    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, currentGenMode);
    glTexGenfv(GL_S, currentPlane, currentCoeff);
    glEnable(GL_TEXTURE_GEN_S);
    glEnable(GL_TEXTURE_1D);
    glEnable(GL_CULL_FACE);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glEnable(GL_AUTO_NORMAL);
    glEnable(GL_NORMALIZE);
    glFrontFace(GL_CW);
    glCullFace(GL_BACK);
    glMaterialf (GL_FRONT, GL_SHININESS, 64.0);
}
void init(void)
{
	glClearColor(0.0, 0.0, 0.0, 0.0);
	glEnable(GL_DEPTH_TEST);
	glShadeModel(GL_SMOOTH);
	
	makeStripeImage();
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);	//unpack ÄÚ´æµ½GPU pack GPUµ½ÄÚ´æ

#ifdef GL_VERSION_1_1
	glGenTextures(1, &texName);
	glBindTexture(GL_TEXTURE_2D, texName);	//why not 2D
#endif
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);	//use?
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);	//use?
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);	//use?
#ifdef GL_VERSION_1_1
	glTexImage1D(GL_TEXTURE_2D, 0, GL_RGBA, stripeImageWidth, 0,
		GL_RGBA, GL_UNSIGNED_BYTE, stripeImage);
#else
	glTexImage1D(GL_TEXTURE_1D, 0, 4, stripeImageWidth, 0,
		GL_RGBA, GL_UNSIGNED_BYTE, stripeImage);	//use?
#endif			
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
	currentCoeff = xequalzero;
	currentGenMode = GL_OBJECT_LINEAR;
	currentPlane = GL_OBJECT_PLANE;
	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, currentGenMode);	//use?
	glTexGenfv(GL_S, currentPlane, currentCoeff);

	glEnable(GL_TEXTURE_GEN_S);
	glEnable(GL_TEXTURE_1D);
	//glEnable(GL_CULL_FACE);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glEnable(GL_AUTO_NORMAL);
	glEnable(GL_NORMALIZE);
	glFrontFace(GL_CW);	//use?
	//glCullFace(GL_BACK);
	glMaterialf(GL_FRONT, GL_SHININESS, 64.0);
	roangles = 45.0f;
}