y. As an additional reference, you might look at the chapter on texture mapping in
《Fundamentals of Three-Dimensional Computer Graphics by Alan Watt (Reading, Mass.: Addison-Wesley, 1990).》
Textures are simply rectangular arrays of data - for example, color data, luminance data, or color and alpha data. The individual values in a texture array are often called texels .
Example 9-1 : A Texture-Mappedfs Checkerboard: checker.c
#include <GL/gl.h>
#include <GL/glu.h>
#include "aux.h"
#define checkImageWidth 64
#define checkImageHeight 64
GLubyte checkImage[checkImageWidth][checkImageHeight][3];
void makeCheckImage(void)
{
int i, j, r, c;
for (i = 0; i < checkImageWidth; i++) {
for (j = 0; j < checkImageHeight; j++) {
c = ((((i&0x8)==0)^((j&0x8))==0))*255;
checkImage[i][j][0] = (GLubyte) c;
checkImage[i][j][1] = (GLubyte) c;
checkImage[i][j][2] = (GLubyte) c;
}
}
}
void myinit(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
makeCheckImage();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, 3, checkImageWidth,
checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE,
&checkImage[0][0][0]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_FLAT);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-2.0, 1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(0.0, 1.0, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(0.0, -1.0, 0.0);
glTexCoord2f(0.0, 0.0); glVertex3f(1.0, -1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(2.41421, 1.0, -1.41421);
glTexCoord2f(1.0, 0.0); glVertex3f(2.41421, -1.0,-1.41421);
glEnd();
glFlush();
}
void myReshape(GLsizei w, GLsizei h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, 1.0*(GLfloat)w/(GLfloat)h, 1.0, 30.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -3.6);
}
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGBA | AUX_DEPTH);
auxInitPosition (0, 0, 500, 500);
auxInitWindow (argv[0]);
myinit();
auxReshapeFunc (myReshape);
auxMainLoop(display);
}