本文整理汇总了C++中LoadTGA函数的典型用法代码示例。如果您正苦于以下问题:C++ LoadTGA函数的具体用法?C++ LoadTGA怎么用?C++ LoadTGA使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了LoadTGA函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: MeshPlayer
void GameModel::Init()
{
Model::Init();
MeshPlayer();
ModelSwitch = 0;
m_gameState = GAME_STATE::IDLE;
tile = MeshBuilder::GenerateText("tiles", 32, 32);
tile->textureID[0] = LoadTGA("Image//tile.tga");
winMesh = MeshBuilder::GenerateText("tiles", 1, 1);
winMesh->textureID[0] = LoadTGA("Image//win.tga");
lose = MeshBuilder::GenerateText("tiles", 1, 1);
lose->textureID[0] = LoadTGA("Image//lose.tga");
commands = new bool[NUM_COMMANDS];
for (int count = 0; count < NUM_COMMANDS; ++count)
commands[count] = false;
m_mapOffset_x = 0;
m_mapOffset_y = 0;
Text = MeshBuilder::GenerateText("text", 16, 16);
Text->textureID[0] = LoadTGA("Image//ArialBlack.tga");
floorTiles.push_back(112);
floorTiles.push_back(309);
floorTiles.push_back(402);
floorTiles.push_back(405);
shadow = MeshBuilder::GenerateQuad("shadow", Color());
shadow->textureID[0] = LoadTGA("Image//shadow.tga");
inventory.Init();
InvenTime = 0;
PlaceItemState = false;
AIList.clear();
win = false;
touchdoor = false;
numKey = 0;
//getKeys();
goNext = false;
died = false;
steps = 0;
MeshSpeech();
speech.Textfile("SpeechText//CharacterFile.txt", true);
speech.Textfile("SpeechText//HowToPlayFile.txt", false);
}
开发者ID:vincentlai97,项目名称:SP3-10,代码行数:60,代码来源:GameModel.cpp
示例2: LoadTGA
void StateCredits::Init()
{
// Menu in 2D
theView->LoadOrthoCamera();
// Create Meshes
Mesh * newMesh;
newMesh = MeshBuilder::GenerateText("Source Font", 16, 16);
newMesh->textureID = LoadTGA("Fonts//source.tga");
newMesh->alpha = 0.f;
m_meshList.push_back(newMesh);
newMesh = MeshBuilder::GenerateQuad("AGDev Menu BG", Color(1.f, 1.f, 1.f), 1.f);
//newMesh->alpha = 0.f;
m_meshList.push_back(newMesh);
newMesh = MeshBuilder::GenerateQuad("Project", Color(0.f, 0.f, 0.f), 1.f);
newMesh->textureArray[0] = LoadTGA("Images//Project.tga");
//newMesh->alpha = 0.f;
m_meshList.push_back(newMesh);
m_bStartFadeIn = true;
m_bStartFadeOut = false;
m_dFadeDelay = 0.0;
}
开发者ID:DarkPromise,项目名称:StudioProject4,代码行数:25,代码来源:StateCredits.cpp
示例3: LoadGLTextures
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator
// Load The Bitmap, Check For Errors.
if (LoadTGA(&texture[0], "Data/Uncompressed.tga") &&
LoadTGA(&texture[1], "Data/Compressed.tga"))
{
Status=TRUE; // Set The Status To TRUE
for (int loop=0; loop<2; loop++) // Loop Through Both Textures
{
// Typical Texture Generation Using Data From The TGA ( CHANGE )
glGenTextures(1, &texture[loop].texID); // Create The Texture ( CHANGE )
glBindTexture(GL_TEXTURE_2D, texture[loop].texID);
glTexImage2D(GL_TEXTURE_2D, 0, texture[loop].bpp / 8, texture[loop].width, texture[loop].height, 0, texture[loop].type, GL_UNSIGNED_BYTE, texture[loop].imageData);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
if (texture[loop].imageData) // If Texture Image Exists ( CHANGE )
{
free(texture[loop].imageData); // Free The Texture Image Memory ( CHANGE )
}
}
}
return Status; // Return The Status
}
开发者ID:yangxt225,项目名称:OpenGL,代码行数:27,代码来源:Lesson33.cpp
示例4: fseek
//-------------------------------------------------------------
//- Load
//- Loads an image of any supported image type
//-------------------------------------------------------------
bool CImage::Load(char * szFilename, bool bMipMap)
{
m_bMipMap = bMipMap;
m_szFilename = szFilename;
FILE * f;
if(!(f = fopen(szFilename, "rb")))
{
APP->Log(COLOR_RED, "Could not open %s", szFilename);
return false;
}
fseek(f, 0, SEEK_END);
int iEnd = ftell(f);
fseek(f, 0, SEEK_SET);
int iStart = ftell(f);
m_uiFileLen = iEnd - iStart;
m_ucpBuffer = new unsigned char[m_uiFileLen];
if(!m_ucpBuffer)
{
APP->Log(COLOR_RED, "Could not alloc memory for %s", szFilename);
return false;
}
//get data
if(fread(m_ucpBuffer, 1, m_uiFileLen, f) != m_uiFileLen)
{
APP->Log(COLOR_RED, "Could not read from %s", szFilename);
if(m_ucpBuffer)
delete [] m_ucpBuffer;
return false;
}
//Check for a valid filetype
//Windows Bitmap
if(memcmp(m_ucpBuffer, BMP_HEADER, 2) == 0)
{
return LoadBMP();
}
//Uncompressed TGA
if(memcmp(m_ucpBuffer, TGA_UHEADER, 12) == 0)
{
return LoadTGA(false);
}
//Compressed TGA
if(memcmp(m_ucpBuffer, TGA_CHEADER, 12) == 0)
{
return LoadTGA(true);
}
//PCX
if(m_ucpBuffer[0] == 10)
{
return LoadPCX();
}
APP->Log(COLOR_RED, "Could not load %s, Invalid filetype", szFilename);
return false;
}
开发者ID:dumganhar,项目名称:FocusOn3DModels,代码行数:63,代码来源:image.cpp
示例5: land_create_texture
int land_create_texture(land_t *land,land_config_t *config) {
int i,j,k,l,m,width,height,imagewidth,imageheight,offset;
unsigned char *data,*image;
land->material = glGenLists(1); // create material
glNewList(land->material,GL_COMPILE);
glMaterialfv(GL_FRONT,GL_AMBIENT,config->ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,config->diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,config->specular);
glEndList();
land->texture = (int*)malloc(sizeof(int) * config->num_base * config->num_base + 1);
if(!land->texture) return 0;
memset(land->texture,0,sizeof(int) * config->num_base * config->num_base + 1);
land->num_texture = config->num_base * config->num_base + 1;
data = NULL;
if(strstr(config->detail,".jpg")) data = LoadJPEG(config->detail,&width,&height);
else if(strstr(config->detail,".tga")) data = LoadTGA(config->detail,&width,&height);
if(data) { // create detail texture
glGenTextures(1,&land->texture[0]);
glBindTexture(GL_TEXTURE_2D,land->texture[0]);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,config->texture_mode);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,config->texture_mode);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
gluBuild2DMipmaps(GL_TEXTURE_2D,GL_RGBA,width,height,GL_RGBA,GL_UNSIGNED_BYTE,data);
free(data);
}
data = NULL;
if(strstr(config->base,".jpg")) data = LoadJPEG(config->base,&width,&height);
else if(strstr(config->base,".tga")) data = LoadTGA(config->base,&width,&height);
if(data) {
imagewidth = width / config->num_base;
imageheight = height / config->num_base;
image = (unsigned char*)malloc(imagewidth * imageheight * 4);
if(!image) return 0;
for(j = 0; j < config->num_base; j++) // create base textures
for(i = 0; i < config->num_base; i++) {
for(l = 0, m = 0; l < imageheight; l++) {
offset = (width * (imageheight * j + l) + imagewidth * i) * 4;
for(k = 0; k < imagewidth * 4; k += 4, m += 4) {
image[m + 0] = data[offset + k + 0];
image[m + 1] = data[offset + k + 1];
image[m + 2] = data[offset + k + 2];
image[m + 3] = data[offset + k + 3];
}
}
glGenTextures(1,&land->texture[config->num_base * j + i + 1]);
glBindTexture(GL_TEXTURE_2D,land->texture[config->num_base * j + i + 1]);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,config->texture_mode);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,config->texture_mode);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
gluBuild2DMipmaps(GL_TEXTURE_2D,GL_RGBA,imagewidth,imageheight,GL_RGBA,GL_UNSIGNED_BYTE,image);
}
free(image);
free(data);
}
return 1;
}
开发者ID:kasicass,项目名称:frustum,代码行数:58,代码来源:land.c
示例6: szFullFilePath
/************************************************
* CCharacterImage Constructor.
************************************************/
CCharacterImage::CCharacterImage(void)
{
FBString szFullFilePath( mSystem.ApplicationPath, CHARACTER_CTRL_IMAGE );
FBString szRegionDropPath( mSystem.ApplicationPath, FINGER_CTRL_IMAGE );
FBString szRegionSelPath( mSystem.ApplicationPath, SELECTED_CTRL_IMAGE );
mCharacterId = LoadTGA( szFullFilePath );
mRegionDropId = LoadTGA( szRegionDropPath );
mRegionSelectedId = LoadTGA( szRegionSelPath );
}
开发者ID:Neill3d,项目名称:MoBu,代码行数:13,代码来源:HandsImage.cpp
示例7: glClearColor
void SceneWin::Init()
{
sound.playMusic("Music//Win.mp3");
// Set background color to dark blue
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
//Enable depth buffer and depth testing
glEnable(GL_DEPTH_TEST);
//Default to fill mode
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// Generate a default VAO for now
glGenVertexArrays(1, &m_vertexArrayID);
glBindVertexArray(m_vertexArrayID);
m_programID = LoadShaders("Shader//Texture.vertexshader", "Shader//Text.fragmentshader");
m_parameters[U_MVP] = glGetUniformLocation(m_programID, "MVP");
m_parameters[U_MODELVIEW] = glGetUniformLocation(m_programID, "MV");
m_parameters[U_MODELVIEW_INVERSE_TRANSPOSE] = glGetUniformLocation(m_programID, "MV_inverse_transpose");
m_parameters[U_MATERIAL_AMBIENT] = glGetUniformLocation(m_programID, "material.kAmbient");
m_parameters[U_MATERIAL_DIFFUSE] = glGetUniformLocation(m_programID, "material.kDiffuse");
m_parameters[U_MATERIAL_SPECULAR] = glGetUniformLocation(m_programID, "material.kSpecular");
m_parameters[U_MATERIAL_SHININESS] = glGetUniformLocation(m_programID, "material.kShininess");
// Get a handle for our "colorTexture" uniform
m_parameters[U_COLOR_TEXTURE_ENABLED] = glGetUniformLocation(m_programID, "colorTextureEnabled");
m_parameters[U_COLOR_TEXTURE] = glGetUniformLocation(m_programID, "colorTexture");
// Get a handle for our "textColor" uniform
m_parameters[U_TEXT_ENABLED] = glGetUniformLocation(m_programID, "textEnabled");
m_parameters[U_TEXT_COLOR] = glGetUniformLocation(m_programID, "textColor");
//Enable blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(m_programID);
//Initialize camera settings
camera.Init(Vector3(-300, -10, 0), Vector3(0, 0, 0), Vector3(0, 1, 0));
meshList[GEO_PATH] = MeshBuilder::GenerateQuad("land", Color(1, 1, 1), 14, 13);
meshList[GEO_PATH]->textureID = LoadTGA("Image//Win_Escape.tga");
meshList[GEO_TEXT] = MeshBuilder::GenerateText("text", 16, 16);
meshList[GEO_TEXT]->textureID = LoadTGA("Image//_Font.tga");
Mtx44 projection;
projection.SetToPerspective(45.0f, 16.0f / 9.0f, 0.1f, 10000.0f);
projectionStack.LoadMatrix(projection);
}
开发者ID:Larkie11,项目名称:Sp2-16,代码行数:53,代码来源:SceneWin.cpp
示例8: LoadTGA
void SceneCredits::InitMesh()
{
m_meshList[MESH_TEXT] = MeshBuilder::GenerateText("Calibri font", 16, 16);
m_meshList[MESH_TEXT]->textureID[0] = LoadTGA("Image\\calibri.tga");
// Menu
m_meshList[MESH_RETURN_TO_MAIN_MENU_ON] = MeshBuilder::Generate2DMesh("New game on", Color(1, 1, 1), 0, 0, 1, 1);
m_meshList[MESH_RETURN_TO_MAIN_MENU_ON]->textureID[0] = LoadTGA("Image\\Menu\\BackToMainMenu_On.tga");
m_meshList[MESH_RETURN_TO_MAIN_MENU_OFF] = MeshBuilder::Generate2DMesh("New game off", Color(1,1,1), 0, 0, 1, 1);
m_meshList[MESH_RETURN_TO_MAIN_MENU_OFF]->textureID[0] = LoadTGA("Image\\Menu\\BackToMainMenu_Off.tga");
}
开发者ID:NothingMuch123,项目名称:Adv-GDev,代码行数:12,代码来源:SceneCredits.cpp
示例9: LoadTGA
//Constructor
GameScene::GameScene() {
mesh[FONT_CONSOLAS] = MeshBuilder::GenerateText("Text", 16, 16);
mesh[FONT_CONSOLAS]->textureID = LoadTGA("Image//Fonts//Consolas.tga");
for (GEOMETRY_TYPE i = SKYBOX_TOP; i < SKYBOX_RIGHT; i = static_cast<GEOMETRY_TYPE>(i + 1)) {
mesh[i] = MeshBuilder::GenerateQuad("Skybox", Colour(1, 1, 1), 1.0f);
mesh[i]->textureID = LoadTGA("Image//PlaceHolder//PlaceHolder.tga");
}
}
开发者ID:AngryPants,项目名称:SP2_Team13,代码行数:14,代码来源:GameScene.cpp
示例10: LoadTGA
void StateAGDevMenu::Init()
{
// Menu in 2D
theView->LoadOrthoCamera();
// Enable Mouse
theView->getInputHandler()->setMouseEnabled(true);
// Create Meshes
Mesh * newMesh;
newMesh = MeshBuilder::GenerateText("Source Font", 16, 16);
newMesh->textureID = LoadTGA("Fonts//source.tga");
newMesh->alpha = 0.f;
m_meshList.push_back(newMesh);
newMesh = MeshBuilder::GenerateQuad("AGDev Menu BG", Color(1.f, 1.f, 1.f), 1.f);
newMesh->textureArray[0] = LoadTGA("Images//GameMenubg.tga");
//newMesh->alpha = 0.f;
m_meshList.push_back(newMesh);
newMesh = MeshBuilder::GenerateQuad("Project", Color(0.f, 0.f, 0.f), 1.f);
newMesh->textureArray[0] = LoadTGA("Images//Project.tga");
//newMesh->alpha = 0.f;
m_meshList.push_back(newMesh);
// Create Gui Buttons
Gui * newGui;
newGui = new GuiButton("Start Button", "Start", 0.5f, 0.5f, 48.f);
newGui->setMesh(MeshBuilder::GenerateBoundingBox("StartBB", newGui->getBoundingBox().Max, newGui->getBoundingBox().Min, Color(0.f, 0.f, 1.f)));
m_guiList.push_back(newGui);
newGui = new GuiButton("Instructions Button", "Instructions", 0.5f, 0.6f, 48.f);
newGui->setMesh(MeshBuilder::GenerateBoundingBox("InstructionsBB", newGui->getBoundingBox().Max, newGui->getBoundingBox().Min, Color(0.f, 0.f, 1.f)));
m_guiList.push_back(newGui);
newGui = new GuiButton("Highscores Button", "Highscores", 0.5f, 0.7f, 48.f);
newGui->setMesh(MeshBuilder::GenerateBoundingBox("HighscoreBB", newGui->getBoundingBox().Max, newGui->getBoundingBox().Min, Color(0.f, 0.f, 1.f)));
m_guiList.push_back(newGui);
newGui = new GuiButton("Options Button", "Options", 0.5f, 0.8f, 48.f);
newGui->setMesh(MeshBuilder::GenerateBoundingBox("OptionsBB", newGui->getBoundingBox().Max, newGui->getBoundingBox().Min, Color(0.f, 0.f, 1.f)));
m_guiList.push_back(newGui);
newGui = new GuiButton("Credits Button", "Credits", 0.5f, 0.9f, 48.f);
newGui->setMesh(MeshBuilder::GenerateBoundingBox("CreditsBB", newGui->getBoundingBox().Max, newGui->getBoundingBox().Min, Color(0.f, 0.f, 1.f)));
m_guiList.push_back(newGui);
m_bStartFadeIn = true;
m_bStartFadeOut = false;
m_dFadeDelay = 0.0;
}
开发者ID:DarkPromise,项目名称:StudioProject4,代码行数:51,代码来源:StateAGDevMenu.cpp
示例11: chargerTextures
// structure pour gérer la texture
bool chargerTextures(int it, char* nom)
{
// Charger le fichier image tga et mettre les infos dans la structure
// Hauteur, Largeur, bits par pixel.
if (LoadTGA(&aTexture[it], nom)) {
// Créer la texture
glGenTextures(1, &aTexture[it].texID);
// Définir comme texture par défaut
glBindTexture(GL_TEXTURE_2D, aTexture[it].texID);
// Charger les données de l'image dans OpenGL et dans la mémoire de la carte vidéo
glTexImage2D(GL_TEXTURE_2D, 0, aTexture[it].bpp / 8, aTexture[it].width, aTexture[it].height, 0, aTexture[it].type, GL_UNSIGNED_BYTE, aTexture[it].imageData);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
if (aTexture[it].imageData) {
// libérer la mémoire alloué par le chargeur
free(aTexture[it].imageData);
}
return true;
}
else return false;
}
开发者ID:sekouzed,项目名称:echec3D,代码行数:26,代码来源:main.cpp
示例12: EntityGridObject
void EntityGridObject::addChildren(int y, int x, OBJECT_TYPE childType, GridMap * currMap)
{
EntityGridObject * newChild = new EntityGridObject(childType);
newChild->m_iIndexX = x;
newChild->m_iIndexY = y;
auto childGC = new GraphicsComponent();
switch (childType)
{
case OBJECT_UNDEFINED:
currMap->getGridMap()[y][x]->setremoveDoor(true);
currMap->getGridMap()[y][x]->replaceTile(Grid::TILE_FLOOR, BACKGROUND_TILE);
break;
case OBJECT_BOX:
break;
case OBJECT_KEY:
break;
case OBJECT_SWITCH:
break;
case OBJECT_DOOR:
newChild->setToggleable(true);
childGC->addMesh(MeshBuilder::GenerateQuad("Door", Color(1.f, 0.f, 0.f), 32.f));
childGC->getMesh()->textureArray[0] = LoadTGA("Images//Tiles//tile109.tga");
newChild->addComponent(childGC);
currMap->getGridMap()[y][x]->addGridEntity(newChild);
break;
}
this->m_cChildren.push_back(newChild);
}
开发者ID:DarkPromise,项目名称:StudioProject4,代码行数:33,代码来源:EntityGridObject.cpp
示例13: switch
void EntityGridObject::toggleObject(GridMap * currMap)
{
if (!m_bToggled)
{
m_bToggled = true;
}
else
{
m_bToggled = false;
}
auto graphicsComponent = this->getComponent<GraphicsComponent>();
Mesh * newMesh;
switch (this->m_eObjectType)
{
case OBJECT_BOX:
break;
case OBJECT_KEY:
break;
case OBJECT_SWITCH:
delete graphicsComponent->getMesh();
graphicsComponent->setMesh(MeshBuilder::GenerateQuad("Activated", Color(0.f, 0.f, 0.f), 16.f));
graphicsComponent->getMesh()->textureArray[0] = LoadTGA("Images//Tiles//tile_switch_activate.tga");
graphicsComponent->getMesh()->alpha = 1.f;
break;
case OBJECT_DOOR:
SoundManager::playSound("Sounds//lever.wav", false);
SoundManager::playSound("Sounds//opendoor.wav", false);
currMap->getGridMap()[this->m_iIndexY][this->m_iIndexX]->setremoveDoor(true);
currMap->getGridMap()[this->m_iIndexY][this->m_iIndexX]->replaceTile(Grid::TILE_FLOOR,BACKGROUND_TILE);
currMap->getGridMap()[this->m_iIndexY][this->m_iIndexX]->deleteEntity();
break;
}
}
开发者ID:DarkPromise,项目名称:StudioProject4,代码行数:35,代码来源:EntityGridObject.cpp
示例14: sprintf
bool CBomsSet::LoadBoms(int BomsNum)
{
Texture LoadBomTexture;
char BomsFileName[64]={0};
sprintf(BomsFileName,"Data/Boms/Bom%d.tga",BomsNum);
FILE *m_Filefighter;
if ((m_Filefighter=fopen(BomsFileName,"rb"))==NULL)
return false;
if (LoadTGA(&LoadBomTexture, BomsFileName))
{
glGenTextures(1, &LoadBomTexture.texID);
glBindTexture(GL_TEXTURE_2D, LoadBomTexture.texID);
glTexImage2D(GL_TEXTURE_2D, 0, LoadBomTexture.bpp / 8, LoadBomTexture.width, LoadBomTexture.height, 0, LoadBomTexture.type, GL_UNSIGNED_BYTE, LoadBomTexture.imageData);
Pnum=LoadBomTexture.texID;
if(m_IsSupportFBO)
{
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
}
if (LoadBomTexture.imageData) // If Texture Image Exists ( CHANGE )
{
free(LoadBomTexture.imageData); // Free The Texture Image Memory ( CHANGE )
}
return true;
}
return false;
}
开发者ID:SHIYUENING,项目名称:topace,代码行数:33,代码来源:BomsSet.cpp
示例15: LoadTGA
RawImage* ImageFactory::loadTGA(const char* filename)
{
TextureInfo tex;
LoadTGA(&tex, filename);
return new RawImage(tex.width, tex.height, tex.type == GL_RGBA, tex.imageData);
}
开发者ID:nbaztec,项目名称:Blitz,代码行数:7,代码来源:ImageFactory.cpp
示例16: Load
/**
* ファイルロード[拡張子自動判別]
* @param filepath ファイルフルパス
* @retval true 成功
* @retval false 失敗
*/
bool Load(const char* filename)
{
bool result = false;
m_image.Clear();
std::string path(filename);
std::string::size_type pos = path.rfind('.');
if (pos != std::string::npos)
{
const std::string ext = make_lowercase(path.substr(pos+1));
if (ext == "png")
{
result = LoadPNG(path);
}
else if (ext == "jpg" || ext == "jpeg")
{
result = LoadJPG(path);
}
else if (ext == "tga")
{
result = LoadTGA(path);
}
else if (ext == "hdr")
{
result = LoadHDR(path);
}
else if (ext == "exr" || ext == "EXR")
{
result = LoadEXR(path);
}
}
return result;
}
开发者ID:jorji,项目名称:HIVE,代码行数:38,代码来源:ImageLoader.cpp
示例17: strncmp
//Load - load a texture from a file
bool IMAGE::Load(char * filename)
{
//Clear the data if already used
if(data)
delete [] data;
data=NULL;
bpp=0;
width=0;
height=0;
format=0;
int filenameLength=strlen(filename);
if( strncmp((filename+filenameLength-3), "BMP", 3)==0 ||
strncmp((filename+filenameLength-3), "bmp", 3)==0)
return LoadBMP(filename);
if( strncmp((filename+filenameLength-3), "PCX", 3)==0 ||
strncmp((filename+filenameLength-3), "pcx", 3)==0)
return LoadPCX(filename);
if( strncmp((filename+filenameLength-3), "TGA", 3)==0 ||
strncmp((filename+filenameLength-3), "tga", 3)==0)
return LoadTGA(filename);
errorLog.OutputError("%s does not end in \".tga\", \".bmp\" or \"pcx\"", filename);
return false;
}
开发者ID:Distrotech,项目名称:mesa-demos,代码行数:29,代码来源:image.cpp
示例18: strncmp
//Load an image from a file
bool IMAGE::Load(char * filename)
{
//Clear the member variables if already used
bpp=0;
width=height=0;
stride=0;
format=0;
if(data)
delete [] data;
data=NULL;
paletted=false;
paletteBpp=0;
paletteFormat=0;
if(palette)
delete [] palette;
palette=NULL;
//Call the correct loading function based on the filename
int filenameLength=strlen(filename);
if( strncmp(filename+filenameLength-3, "BMP", 3)==0 ||
strncmp(filename+filenameLength-3, "bmp", 3)==0)
return LoadBMP(filename);
if( strncmp(filename+filenameLength-3, "TGA", 3)==0 ||
strncmp(filename+filenameLength-3, "tga", 3)==0)
return LoadTGA(filename);
LOG::Instance()->OutputError("%s does not end with \"bmp\" or \"tga\"", filename);
return false;
}
开发者ID:iag,项目名称:MMOpenGLProject,代码行数:34,代码来源:IMAGE_Load.cpp
示例19: R_LoadSkys
void R_LoadSkys (void)
{
int i;
FILE *f;
char name[64];
for (i=0 ; i<6 ; i++)
{
GL_Bind (SKY_TEX + i);
sprintf (name, "gfx/env/bkgtst%s.tga", suf[i]);
COM_FOpenFile (name, &f);
if (!f)
{
Con_Printf ("Couldn't load %s\n", name);
continue;
}
LoadTGA (f);
// LoadPCX (f);
glTexImage2DHelper (GL_TEXTURE_2D, 0, gl_solid_format, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, targa_rgba);
// glTexImage2DHelper (GL_TEXTURE_2D, 0, gl_solid_format, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, pcx_rgb);
free (targa_rgba);
// free (pcx_rgb);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
}
开发者ID:TeamNyx,项目名称:gdk,代码行数:29,代码来源:gl_warp.cpp
示例20: LoadTGA
SpriteAnimation* GameObject::generateSpriteMesh()
{
SpriteAnimation *sa;
sa = dynamic_cast<SpriteAnimation*>(MeshBuilder::GenerateSpriteAnimation(SpriteName, SpriteRow, SpriteCol, 1.f));
sa->textureID[0] = LoadTGA(Sprite_texture_file_path);
return sa;
}
开发者ID:FieryGazette,项目名称:2D-Game,代码行数:7,代码来源:GameObject.cpp
注:本文中的LoadTGA函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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