Non, car glutSolidCube()
ne génère pas de coordonnées de texture. Heureusement, glutSolidCube()
est facile à implémenter et à ajouter des coordonnées de texture. Voici le code source pour glutSolidCube()
et les fonctions associées, de http://www.opengl.org/resources/libraries/glut/:
/* Copyright (c) Mark J. Kilgard, 1994, 1997. */
/**
(c) Copyright 1993, Silicon Graphics, Inc.
ALL RIGHTS RESERVED
Permission to use, copy, modify, and distribute this software
for any purpose and without fee is hereby granted, provided
that the above copyright notice appear in all copies and that
both the copyright notice and this permission notice appear in
supporting documentation, and that the name of Silicon
Graphics, Inc. not be used in advertising or publicity
pertaining to distribution of the software without specific,
written prior permission.
THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU
"AS-IS" AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR
OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF
MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. IN NO
EVENT SHALL SILICON GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE
ELSE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT OR
CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY DAMAGES WHATSOEVER,
INCLUDING WITHOUT LIMITATION, LOSS OF PROFIT, LOSS OF USE,
SAVINGS OR REVENUE, OR THE CLAIMS OF THIRD PARTIES, WHETHER OR
NOT SILICON GRAPHICS, INC. HAS BEEN ADVISED OF THE POSSIBILITY
OF SUCH LOSS, HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE OR
PERFORMANCE OF THIS SOFTWARE.
US Government Users Restricted Rights
Use, duplication, or disclosure by the Government is subject to
restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
(c)(1)(ii) of the Rights in Technical Data and Computer
Software clause at DFARS 252.227-7013 and/or in similar or
successor clauses in the FAR or the DOD or NASA FAR
Supplement. Unpublished-- rights reserved under the copyright
laws of the United States. Contractor/manufacturer is Silicon
Graphics, Inc., 2011 N. Shoreline Blvd., Mountain View, CA
94039-7311.
OpenGL(TM) is a trademark of Silicon Graphics, Inc.
*/
static void
drawBox(GLfloat size, GLenum type)
{
static GLfloat n[6][3] =
{
{-1.0, 0.0, 0.0},
{0.0, 1.0, 0.0},
{1.0, 0.0, 0.0},
{0.0, -1.0, 0.0},
{0.0, 0.0, 1.0},
{0.0, 0.0, -1.0}
};
static GLint faces[6][4] =
{
{0, 1, 2, 3},
{3, 2, 6, 7},
{7, 6, 5, 4},
{4, 5, 1, 0},
{5, 6, 2, 1},
{7, 4, 0, 3}
};
GLfloat v[8][3];
GLint i;
v[0][0] = v[1][0] = v[2][0] = v[3][0] = -size/2;
v[4][0] = v[5][0] = v[6][0] = v[7][0] = size/2;
v[0][1] = v[1][1] = v[4][1] = v[5][1] = -size/2;
v[2][1] = v[3][1] = v[6][1] = v[7][1] = size/2;
v[0][2] = v[3][2] = v[4][2] = v[7][2] = -size/2;
v[1][2] = v[2][2] = v[5][2] = v[6][2] = size/2;
for (i = 5; i >= 0; i--) {
glBegin(type);
glNormal3fv(&n[i][0]);
glVertex3fv(&v[faces[i][0]][0]);
glVertex3fv(&v[faces[i][1]][0]);
glVertex3fv(&v[faces[i][2]][0]);
glVertex3fv(&v[faces[i][3]][0]);
glEnd();
}
}
void APIENTRY
glutSolidCube(GLdouble size)
{
drawBox(size, GL_QUADS);
}
il suffit d'ajouter dans certains appels à la famille glTexCoord* des fonctions. NeHe a un bon tutoriel sur la façon de commencer avec le mappage de texture avec OpenGL.
sonne bien - une suggestion ou un lien utile sur la façon d'ajouter les trucs glTexCoord (jamais fait avant)? – JohnIdol
@JohnIdol, cela dépend vraiment de la façon dont vous voulez que vos textures soient mappées. Voulez-vous un vexel à chaque sommet? Voulez-vous que certains visages aient une orientation/rotation différente? Vous pouvez facilement ajouter glTexCoord avec (0, 0), (0, 1), (1, 1), (1, 0) comme les valeurs (u, v) (?) Avant chaque appel glVertex3f. – strager
étant un cube Je serais heureux d'avoir la texture entière répétée pour chaque visage - donc les coordonnées que vous proposez semblent bien. Je vais essayer ça :-) – JohnIdol