本文整理汇总了C++中Object3D::LoadTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ Object3D::LoadTexture方法的具体用法?C++ Object3D::LoadTexture怎么用?C++ Object3D::LoadTexture使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Object3D
的用法示例。
在下文中一共展示了Object3D::LoadTexture方法的1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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: playTrack
//.........这里部分代码省略.........
prog.use();
GLuint uMVPMatrix=glGetUniformLocation(prog.getGLId(),"uMVPMatrix");
GLuint uMVMatrix=glGetUniformLocation(prog.getGLId(),"uMVMatrix");
GLuint uNormalMatrix=glGetUniformLocation(prog.getGLId(),"uNormalMatrix");
GLuint uTex=glGetUniformLocation(prog.getGLId(),"uTexture");
GLuint uKd=glGetUniformLocation(prog.getGLId(),"uKd");
GLuint uKs=glGetUniformLocation(prog.getGLId(),"uKs");
GLuint uShininess=glGetUniformLocation(prog.getGLId(),"uShininess");
GLuint uLightDir_vs=glGetUniformLocation(prog.getGLId(),"uLightDir_vs");
GLuint uLightIntensity=glGetUniformLocation(prog.getGLId(),"uLightIntensity");
glEnable(GL_DEPTH_TEST);
glm::mat4 ViewMatrix;
TrackballCamera camera;
// Les power qu'on peut ramasser, a enlever car ils seront inclus dans powObject
PowerObject boost(BOOST,10000);
PowerObject atk_back(ATK_BACK,10000);
PowerObject trap(TRAP,10000);
PowerObject shield(SHIELD, 10000);
PowerObject atk_all(ATK_ALL, 10000);
PowerObject atk_front(ATK_FRONT, 10000);
//Ciel
Object3D sky;
sky.sphere(1,32,16);
sky.setScale(glm::vec3(80,80,80));
sky.setHitbox(glm::vec3(0));
sky.build();
sky.LoadTexture("../textures/sky.jpg");
PowerObject *obj=NULL;
bool done=false;
bool ready=false;
int sortie=0;
std::cout << "Lecture du fichier Map" << std::endl;
//Lecture du fichier Map
track.insertElt();
//Nodes
unsigned int rank = 8;
//On donne le prochain noeud pour que les IA s'y dirigent
for (std::vector<Kart*>::iterator it = Karts.begin() ; it != Karts.end(); ++it){
(*it)->setNodeTo(track.getNodeStart()->next);
(*it)->setRank(rank);
rank--;
}
Node* currentNode = track.getNodeStart();
Object3D* node;
// while(1){
// node = new Object3D();
// node->sphere(1,32,16);
// node->setScale(glm::vec3(1,1,1));
// node->setHitbox(glm::vec3(0));
// node->setPosition(currentNode->getPosition());
// node->build();
// if(currentNode==track.getNodeStart())
// node->LoadTexture("../textures/Maison.jpg");
// else