EgtGraphics 1.6j1 :

- aggiunto TextureMgr per gestire le textures caricate
- fatte modifiche per visualizzare gli oggetti con le textures (solo opachi).
This commit is contained in:
Dario Sassi
2015-10-11 18:02:06 +00:00
parent 17dc39c758
commit 4a8c2c2e1b
8 changed files with 221 additions and 72 deletions
+13 -19
View File
@@ -415,38 +415,32 @@ Scene::DrawGeoObj( const IGdbIterator& iIter, int nPass, const MdStMkCol& siObj)
}
// eventuale texture
string sTxtName ;
if ( iIter.GetInfo( "!TNA", sTxtName)) {
string sTxrName ;
if ( iIter.GetTextureName( sTxrName)) {
// rendo corrente la texture
GLuint texName ;
double dTextDimS ;
double dTextDimT ;
if ( m_TextMgr.GetTextureData( sTxtName, texName, dTextDimS, dTextDimT)) {
if ( m_TextMgr.GetTextureData( sTxrName, texName, dTextDimS, dTextDimT)) {
glEnable( GL_TEXTURE_2D) ;
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) ;
glBindTexture( GL_TEXTURE_2D, texName) ;
}
// recupero il riferimento dell' oggetto
//Frame3d frRef ;
//iIter.GetGlobFrame( frRef) ;
// recupero il riferimento della texture
Frame3d frTxt ;
iIter.GetInfo( "!TFR", frTxt) ;
//frTxt.ToLoc( frRef) ;
Frame3d frTxr ;
iIter.GetTextureFrame( frTxr) ;
// creo piano per la S
GLfloat PlaneS[4] ;
PlaneS[0] = GLfloat( frTxt.VersX().x / dTextDimS) ;
PlaneS[1] = GLfloat( frTxt.VersX().y / dTextDimS) ;
PlaneS[2] = GLfloat( frTxt.VersX().z / dTextDimS) ;
PlaneS[3] = GLfloat( - frTxt.VersX() * ( frTxt.Orig() - ORIG) / dTextDimS) ;
PlaneS[0] = GLfloat( frTxr.VersX().x / dTextDimS) ;
PlaneS[1] = GLfloat( frTxr.VersX().y / dTextDimS) ;
PlaneS[2] = GLfloat( frTxr.VersX().z / dTextDimS) ;
PlaneS[3] = GLfloat( - frTxr.VersX() * ( frTxr.Orig() - ORIG) / dTextDimS) ;
// creo piano per la T
GLfloat PlaneT[4] ;
PlaneT[0] = GLfloat( frTxt.VersY().x / dTextDimT) ;
PlaneT[1] = GLfloat( frTxt.VersY().y / dTextDimT) ;
PlaneT[2] = GLfloat( frTxt.VersY().z / dTextDimT) ;
PlaneT[3] = GLfloat( - frTxt.VersY() * ( frTxt.Orig() - ORIG) / dTextDimT) ;
PlaneT[0] = GLfloat( frTxr.VersY().x / dTextDimT) ;
PlaneT[1] = GLfloat( frTxr.VersY().y / dTextDimT) ;
PlaneT[2] = GLfloat( frTxr.VersY().z / dTextDimT) ;
PlaneT[3] = GLfloat( - frTxr.VersY() * ( frTxr.Orig() - ORIG) / dTextDimT) ;
// setto generazione automatica coordinate S e T per texture
glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR) ;
glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR) ;