在我的下一个项目中,我正在努力学习慢跑。结果应该是一个简单的二维动画。
我听说,纹理的大小必须是2^n*2^n。我还可以使用没有这个尺寸的图像吗,或者我必须事先编辑所有图像吗?使用这些纹理时,我需要注意什么?
[编辑]
工作,解决方案如下(使用正交投影):
@Override
public void init(GLAutoDrawable drawable) {
GL gl = drawable.getGL(); // get GL
glu = new GLU();
//...
t = load(".\\TEXTURES\\ProgressBarBG.png");
//...
}
public Texture load(String fileName){
Texture text = null;
try{
text = TextureIO.newTexture(new File(fileName), false);
text.setTexParameteri(GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
text.setTexParameteri(GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
}catch(Exception e){
System.out.println(e.getMessage());
System.out.println("Error loading texture " + fileName);
}
return text;
}
private void drawProgressBG(GL gl, int z) {
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
gl.glEnable(GL.GL_ALPHA_TEST);
gl.glAlphaFunc(GL.GL_GREATER, 0); // only render if alpha > 0
// don't show source alpha parts in the destination
gl.glEnable(GL.GL_TEXTURE_2D);
TextureCoords tc = t.getImageTexCoords();
t.enable();
t.bind();
gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE,
GL.GL_REPLACE);
gl.glBegin(GL.GL_QUADS);
gl.glTexCoord2f(tc.left(), tc.bottom()); gl.glVertex3f( 0f, 0f, z);
gl.glTexCoord2f(tc.right(), tc.bottom()); gl.glVertex3f( 1024f, 0f, z);
gl.glTexCoord2f(tc.right(), tc.top()); gl.glVertex3f( 1024f, 96f, z);
gl.glTexCoord2f(tc.left(), tc.top()); gl.glVertex3f( 0f, 96f, z);
gl.glEnd();
gl.glDisable(GL.GL_TEXTURE_2D);
// switch back to modulation of quad colours and texture
gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE,
GL.GL_MODULATE);
gl.glDisable(GL.GL_ALPHA); // switch off transparency
gl.glDisable(GL.GL_BLEND);
gl.glPopMatrix();
}