当MIPMAP纹理都是自己创建的时候,设置的步骤如下
假设mipmap都存储在pic数组中
- glGenTextures(1, &texid);
- glBindTexture(GL_TEXTURE_2D, texid);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
- GL_NEAREST_MIPMAP_NEAREST);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, pic[0]);
- glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 16, 16, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, pic[1]);