#include<GL/glut.h>
#include<opencv/cv.h>
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("01160784");
glutDisplayFunc(display);
glEnable(GL_TEXTURE_2D);
IplImage*img=cvLoadImage("earth.jpg");
cvCvtColor(img,img,CV_BGR2RGB);
GLuint id;
glGenTextures(1,&id);
glBindTexture(GL_TEXTURE_2D,id);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,img->width,img->height,0,GL_RGB,GL_UNSIGNED_BYTE,img->imageData);
glutMainLoop();
}
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
GLUquadric *quad = NULL;
float angle=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle, 0,1,0);
glRotatef(90,1,0,0);
gluQuadricTexture(quad, true);
gluSphere(quad,1,30,30);
glPopMatrix();
glutSwapBuffers();
}
void idle()
{
angle += 1;
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("teapot");
glutDisplayFunc(display);
glutIdleFunc(idle);
//貼圖
glEnable(GL_TEXTURE_2D);
IplImage *img = cvLoadImage("earth.jpg");
cvCvtColor(img, img, CV_BGR2RGB);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
//--------
quad = gluNewQuadric();
glutMainLoop();
}
#include <opencv/cv.h>
#include <GL/glut.h>
GLUquadric *quad = NULL;
float angle=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle, 0,1,0);
glRotatef(90,1,0,0);
gluQuadricTexture(quad, true);
gluSphere(quad,1,30,30);
glPopMatrix();
glutSwapBuffers();
}
void idle()
{
angle += 1;
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("teapot");
glutDisplayFunc(display);
glutIdleFunc(idle);
//貼圖
glEnable(GL_TEXTURE_2D);
IplImage *img = cvLoadImage("earth.jpg");
cvCvtColor(img, img, CV_BGR2RGB);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
//--------
quad = gluNewQuadric();
glutMainLoop();
}
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