opengl纹理

glDepthRange(0.0, 1.0);
 glClearDepth(1.0);
 
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glClearColor(0.0, 0.0, 0.0, 1.0);

    //glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
 
    AUX_RGBImageRec *textureImage[1];
    textureImage[0] = auxDIBImageLoadA(TEXT("D:/aa.bmp"));
  

    GLuint texture[1];
    glEnable(GL_TEXTURE_2D);
 glGenTextures(1, &texture[0]);
 glBindTexture(GL_TEXTURE_2D, texture[0]);

 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

 glTexParameteri(GL_TEXTURE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 glTexParameteri(GL_TEXTURE, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    //glTexImage2D(GL_TEXTURE_2D, 0, 3, textureImage[0]->sizeX, textureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, textureImage[0]->data);//此函数失效,可使用gluBuild2DMipmaps()
    gluBuild2DMipmaps(GL_TEXTURE_2D, 3, textureImage[0]->sizeX, textureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, textureImage[0]->data);

 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
 

 glBindTexture(GL_TEXTURE_2D, texture[0]);
    //glColor4f(1.0, 0.0, 0.0, 0.5);
 glBegin(GL_QUADS);
     glTexCoord2f(0.0f, 0.0f); glVertex3f(-10.0f, -10.0f,  10.0f); // 纹理和四边形的左下
  glTexCoord2f(1.0f, 0.0f); glVertex3f( 10.0f, -10.0f,  10.0f); // 纹理和四边形的右下
  glTexCoord2f(1.0f, 1.0f); glVertex3f( 10.0f,  10.0f,  10.0f); // 纹理和四边形的右上
  glTexCoord2f(0.0f, 1.0f); glVertex3f(-10.0f,  10.0f,  10.0f); // 纹理和四边形的左上
  // 后面
  
 glEnd();


 glFlush(); 
 glDisable(GL_TEXTURE_2D);
 

原文地址:https://www.cnblogs.com/lizhengjin/p/1528847.html