OpenGL - textures

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  • Опубліковано 2 чер 2024
  • Code samples derived from work by Joey de Vries, @joeydevries, author of learnopengl.com/
    All code samples, unless explicitly stated otherwise, are licensed under the terms of the CC BY-NC 4.0 license as published by Creative Commons, either version 4 of the License, or (at your option) any later version.

КОМЕНТАРІ • 10

  • @hackpulsar
    @hackpulsar 2 роки тому +1

    short, understandable, nothing excessive, brilliant tutorial.

  • @ProgrammingWithRook
    @ProgrammingWithRook 5 місяців тому

    If I am not mistaken, if you split the buffers... so vertices in one, colours in another and texture coords in another, then then stride/offset can remain as 0

  • @artie5913
    @artie5913 4 роки тому

    thank you for the video and for this playlist!

  • @Sedokun
    @Sedokun 4 роки тому

    8:22 WIDTH Only valid for images that have clipping UV. And only for GL version 2.1 (legacy) and can be 0 or 1. For the rest - only 0.

  • @sreyascreations2498
    @sreyascreations2498 3 роки тому

    how to set up stb_image in code block? pls...

    • @pxolqopt3597
      @pxolqopt3597 2 роки тому

      dude just switch to msvc it is superior in every wau

    • @alexjulius69
      @alexjulius69 2 роки тому

      Download stb_image.h header file from the internet and paste it to your solution's root folder, then just do #include "stb_image.h"

  • @JarppaGuru
    @JarppaGuru 2 роки тому

    2:49 by no logic lol. mayby idea was change those invidually lol now its water shader get it?

  • @rokasbarasa1
    @rokasbarasa1 3 роки тому

    If anyone is struggling with Rust version of importing and applying texture:
    let data = image::open(&std::path::Path::new("C:\\Users\\Rokas\\Desktop\
    ust minecraft\\minecraft_rust\\texture.png")).unwrap().into_rgb();
    let (width ,height) = data.dimensions();

    let img_data = data.into_raw();
    let img_ptr: *const c_void = img_data.as_ptr() as *const c_void;

    gl::TexImage2D(
    gl::TEXTURE_2D,
    0,
    gl::RGB as i32,
    width as i32,
    height as i32,
    0,
    gl::RGB,
    gl::UNSIGNED_BYTE,
    img_ptr
    );
    This would give you some basic functionality using the "Image" crate

    • @rokasbarasa1
      @rokasbarasa1 3 роки тому

      Also, if image is crooked or grey make sure the width and height is divisible by 2 or 4