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Published byBritney Williams Modified over 9 years ago
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OpenGL
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Textures Bind Textures similar to binding VBO’s Create a texture for each object Generate the texture similar how you generate a VBO buffer GLuint text glGenTextures(1, &text)
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Update Vertex Struct struct Vertex { GLfloat position[3]; GLfloat uv[2]; };
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Prepare Shader Glint texAttrib = glGetAttribLocation(shaderProgram, “texcoord”); glEnableVertexAttribArray(texAttrib); glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),(void*)offsetOf(Vertex,uv))
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Assimp Textures When looping through each face for it’s vertices you will need to check the mesh for texture coordinates. mesh->HasTextureCoords(0) aiVector3D textureCoord = mesh- >mTextureCoords[0][face.mIndices[k]] vert.uv[0] = textureCoord.x; vert.uv[1] = textureCoord.y
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Bind Texture To Image Set Active Texture for Shader glActiveTexture(GL_TEXTURE0) Binding glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, imgWidth, imgHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, image ) “image” is an array of pixels you obtain from your image loader
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Image Libraries ImageMagick++ FreeImagePlus Many more… Specify which one you used in your readme!
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References https://www.open.gl/textures Provides information on shaders which you will need
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