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📄 init.cpp

📁 Zodspark is a Car racing simulation game built on VC++ using opengl library
💻 CPP
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//***********************************************************************//
//																		 //
//		- "Talk to me like I'm a 3 year old!" Programming Lessons -		 //
//                                                                       //
//		$Author:		DigiBen		digiben@gametutorials.com			 //
//																		 //
//		$Program:		ASE Loader										 //
//																		 //
//		$Description:	Demonstrates how to load a .Ase file format		 //
//																		 //
//		$Date:			10/13/01										 //
//																		 //
//***********************************************************************//

#include "main.h"


///////////////////////////////// CREATE TEXTURE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
/////	This creates a texture in OpenGL that we can texture map
/////
///////////////////////////////// CREATE TEXTURE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*

/*void CreateTexture(UINT textureArray[], LPSTR strFileName, int textureID)
{
	AUX_RGBImageRec *pBitmap = NULL;
	
	if(!strFileName)									// Return from the function if no file name was passed in
		return;

	pBitmap = auxDIBImageLoad(strFileName);				// Load the bitmap and store the data
	
	if(pBitmap == NULL)									// If we can't load the file, quit!
		exit(0);

	// Generate a texture with the associative texture ID stored in the array
	glGenTextures(1, &textureArray[textureID]);

	// This sets the alignment requirements for the start of each pixel row in memory.
	glPixelStorei (GL_UNPACK_ALIGNMENT, 1);

	// Bind the texture to the texture arrays index and init the texture
	glBindTexture(GL_TEXTURE_2D, textureArray[textureID]);

	// Build Mipmaps (builds different versions of the picture for distances - looks better)
	gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pBitmap->sizeX, pBitmap->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pBitmap->data);

	// Lastly, we need to tell OpenGL the quality of our texture map.  GL_LINEAR_MIPMAP_LINEAR
	// is the smoothest.  GL_LINEAR_MIPMAP_NEAREST is faster than GL_LINEAR_MIPMAP_LINEAR, 
	// but looks blochy and pixilated.  Good for slower computers though.  
		
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

	// Now we need to free the bitmap data that we loaded since openGL stored it as a texture

	if (pBitmap)										// If we loaded the bitmap
	{
		if (pBitmap->data)								// If there is texture data
		{
			free(pBitmap->data);						// Free the texture data, we don't need it anymore
		}

		free(pBitmap);									// Free the bitmap structure
	}
}*/
					// This holds the global hInstance for UnregisterClass() in DeInit()




///////////////////////////////// CHANGE TO FULL SCREEN \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
/////	This changes the screen to FULL SCREEN
/////
///////////////////////////////// CHANGE TO FULL SCREEN \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*


/////////////////////////////////////////////////////////////////////////////////
//
// * QUICK NOTES * 
//
// This tutorial shows how to load a .Ase file.  Nothing regarding this tutorial
// was added to this file.  It is the standard file for initialization and texture maps.
// 
// 
// 
// Ben Humphrey (DigiBen)
// Game Programmer
// DigiBen@GameTutorials.com
// Co-Web Host of www.GameTutorials.com
//
//

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