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;
}
示例#2
0
bool tkTexture::LoadImage( const char* fname )
{
	//int tex_width;
	//int tex_height;

	tex = LoadTextureGL( fname , tex_width , tex_height );
	return tex != 0;
}