Game Development Reference
In-Depth Information
5.
Specify a two-dimensional texture subimage using glTexSubImage2D
with the following parameters:
GL_TEXTURE_2D : It specifies the target texture.
Level : It specifies the level of detail number. Level 0 is the base
image level.
Xoffset : It specifies a texel (texture pixel) offset in the x direction
within the texture array.
Yoffset : It specifies a texel offset in the y direction within the texture
array.
Width : It specifies the width of the texture subimage.
Height : It specifies the height of the texture subimage.
Format : It specifies the format of the pixel data.
Type : It specifies the data type of the pixel data.
Data : It specifies a pointer to the image data in memory.
6.
Draw the Quad vertices, coordinates, and indices by calling the following:
glFrontFace : It enables the front face of the Quad.
glVertexPointer: It defines the array of the Quad's vertex data with a
size of 3, of type GL_FLOAT, and a stride of 0.
glTexCoordPointer: It defines the Quad's array of texture coordinates
with a size of 2, of type GL_FLOAT, and a stride of 0.
ts : It renders primitives from the data array using
triangles ( GL_TRIANGLES ), with 4 elements (hence a Quad) of type
short ( GL_UNSIGNED_SHORT ) plus a pointer to the indices.
In Listing 3-12 you see that the range of coordinates of the Quad is (-1, 1) in both axes. This
is because the range of the OpenGL coordinate system is (-1, 1) where the origin (0,0) is the
center (see Figure 3-9 ).
glDrawElemen
Figure 3-9. OpenGL coordinate system
 
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