opengl中使用点精灵的代码

  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);

  
 
    AUX_RGBImageRec *textureImage[1];
    textureImage[0] = auxDIBImageLoadA(TEXT("D:/aaa.bmp"));
  

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

    glTexParameteri(GL_TEXTURE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    gluBuild2DMipmaps(GL_TEXTURE_2D, 3, textureImage[0]->sizeX, textureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, textureImage[0]->data);

    float maxSize = 0.0f;

   glGetFloatv(GL_POINT_SIZE_MAX_ARB,&maxSize );

   glPointSize( maxSize );

   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
 

    glBindTexture(GL_TEXTURE_2D, texture[0]);
 
   //glEnable( GL_BLEND );

   //glBlendFunc( GL_SRC_ALPHA , GL_ONE );

 //float quadratic[] = { 1.0f, 0.0f, 0.01f };
 
 //glPointParameterfvARB(GL_POINT_DISTANCE_ATTENUATION_ARB, quadratic );


//glPointParameterfARB( GL_POINT_FADE_THRESHOLD_SIZE_ARB, 60.0f );

 //glPointParameterfARB(GL_POINT_SIZE_MIN_ARB, 13.0);
 //glPointParameterfARB(GL_POINT_SIZE_MAX_ARB, 300.0 );
 //glTexEnvf(GL_POINT_SPRITE_ARB,GL_COORD_REPLACE_ARB,GL_TRUE);

    glEnable( GL_POINT_SPRITE_ARB );

    glPointSize(15);

 glBegin(GL_POINTS);
 //glColor4f(1.0, 0.4, 0.3, 0.6);
 glVertex3f(0.0, 0.0, 0.0);

    glEnd();


 glFlush();

原文地址:https://www.cnblogs.com/lizhengjin/p/1536844.html