Here is a map code:
GLuint Tex;
GlGenTextures (1, & amp; Tex);
GlBindTexture (GL_TEXTURE_2D, Tex);
GlTexParameterf (GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GlTexParameterf (GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GlTexParameterf (GL_TEXTURE_2D GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
GlTexParameterf (GL_TEXTURE_2D GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, _result);
Unsigned char * BMP=new unsigned char [size * size * 3];
for(int i=0; i
BMP [I]=(unsigned char) (_result [I] * 255);
}
WxImage img (size, size, BMP, true);
Img. SaveFile (" d: \ \ ABC BMP, "wxBITMAP_TYPE_BMP);
GlTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP);
The delete BMP.
Void icfdRender: : display_texture ()
{
If (_dataset. Points. The empty () | | _dataset. Texture==0) return;
GlBindTexture (GL_TEXTURE_2D, _dataset. Texture);
GlEnable (GL_TEXTURE_2D);
GlEnable (GL_BLEND);
IcfdLICTech: : Instance () - & gt; The Enable (true);
IcfdLICTech: : Instance () - & gt; SetAlpha (0.5);
GlBegin (GL_QUADS);
GlTexCoord2f (0.0, 0.0);
GlVertex3fv (_dataset points [0]. J coord);
GlTexCoord2f (1.0, 0.0);
GlVertex3fv (_dataset points [1]. J coord);
GlTexCoord2f (1.0, 1.0);
GlVertex3fv (_dataset points [2]. J coord);
GlTexCoord2f (0.0, 1.0);
GlVertex3fv (_dataset points [3]. J coord);
glEnd();
IcfdLICTech: : Instance () - & gt; The Enable (false);
GlDisable (GL_BLEND);
GlDisable (GL_TEXTURE_2D);
GlBindTexture (GL_TEXTURE_2D, 0);
}
CodePudding user response:
Problem has been solved, shader