我有一个 flt 模型,它引用了 *tga 纹理文件。我使用 Nvidia 纹理实用工具 (nvdxt.exe) 将这些 *.tga 文件转换为 *.dds 文件。
我知道如何读取单个 .dds 纹理文件并将其应用到我的模型 (terrain.flt) :-
osg::ref_ptr<osg::Node> terrainModel (osgDB::readNodeFile("c:/my_folder/terrain.flt"));
osg::ref_ptr<osg::Texture2D> tex (new osg::Texture2D);
osg::ref_ptr<osg::Image> image (osgDB::readImageFile("c:/my_folder/road.dds "));
tex->setImage(image.get());
osg::ref_ptr<osg::StateSet> state=terrainModel->getOrCreateStateSet();
state->setTextureAttributeAndModes(0,tex.get(),osg::StateAttribute::ON);
但我不知道如何读取所有这些纹理 *.dds 并将其应用到我的模型 (terrain.flt)。
我的尝试:-
osg::ref_ptr<osg::Node> terrainModel (osgDB::readNodeFile("c:/my_folder/terrain.flt"));
osg::ref_ptr<osg::Texture2DArray> texArray (new osg::Texture2DArray);
for(int i=0;i<my_folder_files.size();i++)
{
osg::ref_ptr<osg::Image> image (osgDB::readImageFile("c:/my_folder/"+file(i)));
texArray->setImage(i,image);
}
osg::ref_ptr<osg::StateSet> state=terrainModel->getOrCreateStateSet();
state->setTextureAttributeAndModes(0,texArray.get(),osg::StateAttribute::ON);
但是,它不起作用。帮助我。
最佳答案
osg::ref_ptr<osg::Node> terrainModel (osgDB::readNodeFile("c:/my_folder/terrain.flt"));
osg::Texture2D* texture = new osg::Texture2D;
osg::ref_ptr<osg::Image> image (osgDB::readImageFile("c:/my_folder/road.dds "));
texture->setImage(image.get());
texture->SetWrap(osg::Texture2D::WrapParameter::wrap_s,osg::Texture2D::Wrapmode::Mirror);
texture->SetWrap(osg::Texture2D::WrapParameter::wrap_t,osg::Texture2D::Wrapmode::Mirror);
texture->SetWrap(osg::Texture2D::WrapParameter::wrap_r,osg::Texture2D::Wrapmode::Mirror);
texture->setFilter(osg::texture2D::FilterParameter::MIN_FILTER,osg::Texture2D::FilterMode::LINEAR);
texture->setFilter(osg::texture2D::FilterParameter::MAG_FILTER,osg::Texture2D::FilterMode::LINEAR);
osg::material *material = new osg::material;
osg::stateset *stateset = new osg::stateset;
stateset->setTextureAttribute(0,texture,osg::stateattribute::OVERRIDE);
stateset->setTextureMode(0,GL_TEXTURE_2D,osg::stateattribute::ON|osg::stateattribute::OVERRIDE);
stateset->setTextureMode(0,GL_TEXTURE_GEN_S,osg::stateattribute::ON|osg::stateattribute::OVERRIDE);
stateset->setTextureMode(0,GL_TEXTURE_GEN_T,osg::stateattribute::ON|osg::stateattribute::OVERRIDE);
stateset->setAttribute(material,osg::stateattribute::OVERRIDE);
关于c++ - 如何将纹理应用于 openscenegraph 中的模型?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/16692421/