int Init() { InitializeCriticalSection(&g_csPiano); InitializeCriticalSection(&g_csStick); glClearColor(0,0,0,0); glClearDepth(1.0); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glShadeModel(GL_SMOOTH);// 启用阴影平滑 glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);// 真正精细的透视修正 if (!LoadTextureGL()) // 跳到LoadTextureGL()函数 { return FALSE; // 如果纹理加载错误则返回FALSE } glEnable(GL_TEXTURE_2D);// 开启2D纹理映射 //抗锯齿 glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT,GL_NICEST); glEnable(GL_LINE_SMOOTH); glHint(GL_LINE_SMOOTH_HINT,GL_NICEST); glEnable(GL_POLYGON_SMOOTH); glHint(GL_POLYGON_SMOOTH_HINT,GL_NICEST); return 1; }
bool tkTexture::LoadImage( const char* fname ) { //int tex_width; //int tex_height; tex = LoadTextureGL( fname , tex_width , tex_height ); return tex != 0; }