To Be Continued.....
[ Conception ]
API.OpenGL
[ Contents ]
In glTexImage2D, the GL_RGB indicates that we are talking about a 3-component color, and GL_BGR says how exactly it is represented in RAM. As a matter of fact, BMP does not store Red->Green->Blue but Blue->Green->Red, so we have to tell it to OpenGL.
// Create one OpenGL texture
GLuint textureID;
glGenTextures(1, &textureID);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, textureID);
// Give the image to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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