opengl载入多个3ds模型失败记
http://blog.csdn.net/bcbobo21cn/article/details/44200205
opengl環(huán)境配置
http://blog.csdn.net/bcbobo21cn/article/details/51044614#t4
本文工程下載
http://pan.baidu.com/s/1nvL80n3
一 載入3ds模型
載入3ds模型的技術(shù)說(shuō)明和代碼工程見(jiàn)此博文
http://blog.csdn.net/cq361106306/article/details/41876541
運(yùn)行以后的效果如下;
二 載入多個(gè)模型
/** This Code Was Created By Jeff Molofee 2000* A HUGE Thanks To Fredric Echols For Cleaning Up* And Optimizing The Base Code, Making It More Flexible!* If You've Found This Code Useful, Please Let Me Know.* Visit My Site At nehe.gamedev.net*/#include <windows.h> // Header File For Windows #include <stdio.h> // Header File For Standard Input/Output #include <gl\gl.h> // Header File For The OpenGL32 Library #include <gl\glu.h> // Header File For The GLu32 Library #include <gl\glaux.h> // Header File For The Glaux Library #include <stdio.h> #include "CLoad3DS.h" HDC hDC=NULL; // Private GDI Device Context HGLRC hRC=NULL; // Permanent Rendering Context HWND hWnd=NULL; // Holds Our Window Handle HINSTANCE hInstance; // Holds The Instance Of The Application#define ID_LIST 1typedef struct _SRCFILE {WIN32_FIND_DATA fd;bool bIsNew; }SRCFILE;bool keys[256]; // Array Used For The Keyboard Routine bool active=TRUE; // Window Active Flag Set To TRUE By Default bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default int cxChar, cyChar ; RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values char* srcDir = "Y:\\dddd15\\Lesson06gj\\Lesson06\\Data\\3DS";const int FILEEMAX = 1024;SRCFILE srcFilesStr[FILEEMAX];GLfloat xrot; // X Rotation ( NEW ) GLfloat yrot; // Y Rotation ( NEW ) GLfloat zrot; // Z Rotation ( NEW )GLuint texture[1]; // Storage For One Texture ( NEW )CLoad3DS *gothicLoader=new(CLoad3DS); t3DModel gothicModel; //BoundingBox gothicBoundingBox; float gothicTrans[10] = { 4, 0 , -30 , //表示在世界矩陣的位置0.2 , 0.2 , 0.2 , //表示xyz放大倍數(shù)0 , 0 , 0 , 0 //表示旋轉(zhuǎn) };LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc LRESULT CALLBACK ListProc (HWND, UINT, WPARAM, LPARAM) ; WNDPROC OldList ;void onFindFilesInDir(char* rootDir, SRCFILE srcFiles[]) {//srcFiles = (char *)malloc(FILEEMAX * sizeof(char));WIN32_FIND_DATA fd;ZeroMemory(&fd, sizeof(WIN32_FIND_DATA));HANDLE hFile;char tmpPath[256];char subPath[256];ZeroMemory(tmpPath, 256);ZeroMemory(subPath, 256);BOOL bRet = TRUE;static int nFileSize = 0 ;//define the format of the basepathstrcpy(tmpPath, rootDir);if(tmpPath[strlen(tmpPath) -1] != '\\'){strcat(tmpPath, "\\");}strcat(tmpPath, "*");hFile = FindFirstFile(tmpPath, &fd);while (hFile != INVALID_HANDLE_VALUE && bRet){if (fd.dwFileAttributes == FILE_ATTRIBUTE_DIRECTORY && strcmp(fd.cFileName, ".") && strcmp(fd.cFileName, "..")){strcpy(subPath, rootDir);if(subPath[strlen(subPath) -1] != '\\'){strcat(subPath, "\\");}strcat(subPath, fd.cFileName);onFindFilesInDir(subPath, srcFiles);}else if(!strcmp(fd.cFileName, ".") || !strcmp(fd.cFileName, "..")){}else{srcFiles[nFileSize].fd = fd;srcFiles[nFileSize].bIsNew = FALSE;nFileSize++;}bRet = FindNextFile(hFile, &fd);}srcFiles[nFileSize].bIsNew = TRUE;FindClose(hFile); }AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image {FILE *File=NULL; // File Handleif (!Filename) // Make Sure A Filename Was Given{return NULL; // If Not Return NULL}File=fopen(Filename,"r"); // Check To See If The File Existsif (File) // Does The File Exist?{fclose(File); // Close The Handlereturn auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer}return NULL; // If Load Failed Return NULL }int LoadGLTextures() // Load Bitmaps And Convert To Textures {int Status=FALSE; // Status IndicatorAUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texturememset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quitif (TextureImage[0]=LoadBMP("Data/NeHe.bmp")){Status=TRUE; // Set The Status To TRUEglGenTextures(1, &texture[0]); // Create The Texture// Typical Texture Generation Using Data From The BitmapglBindTexture(GL_TEXTURE_2D, texture[0]);glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);}if (TextureImage[0]) // If Texture Exists{if (TextureImage[0]->data) // If Texture Image Exists{free(TextureImage[0]->data); // Free The Texture Image Memory}free(TextureImage[0]); // Free The Image Structure}return Status; // Return The Status }GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window {if (height==0) // Prevent A Divide By Zero By{height=1; // Making Height Equal One}glViewport(0,0,width,height); // Reset The Current ViewportglMatrixMode(GL_PROJECTION); // Select The Projection MatrixglLoadIdentity(); // Reset The Projection Matrix// Calculate The Aspect Ratio Of The WindowgluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);glMatrixMode(GL_MODELVIEW); // Select The Modelview MatrixglLoadIdentity(); // Reset The Modelview Matrix }int InitGL(GLvoid) // All Setup For OpenGL Goes Here {if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW ){return FALSE; // If Texture Didn't Load Return FALSE}glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )glShadeModel(GL_SMOOTH); // Enable Smooth ShadingglClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black BackgroundglClearDepth(1.0f); // Depth Buffer SetupglEnable(GL_DEPTH_TEST); // Enables Depth TestingglDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To DoglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations//導(dǎo)入模型 模型的文件夾盡量這樣設(shè)置 //然后模型貼圖 裝在Data/pic里面 一定要跟前面截圖的文件夾名字一樣,想改得去CLoad3DS文件里面改gothicLoader->Import3DS(&gothicModel, "Data/3ds/GUTEMB_L.3DS"); return TRUE; // Initialization Went OK }int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing {glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth BufferglLoadIdentity(); // Reset The ViewglPushMatrix();changeObject( gothicTrans );drawModel(gothicModel,true,false);glPopMatrix();glFlush (); return TRUE; // Keep Going }GLvoid KillGLWindow(GLvoid) // Properly Kill The Window {if (fullscreen) // Are We In Fullscreen Mode?{ChangeDisplaySettings(NULL,0); // If So Switch Back To The DesktopShowCursor(TRUE); // Show Mouse Pointer}if (hRC) // Do We Have A Rendering Context?{if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?{MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);}if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?{MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);}hRC=NULL; // Set RC To NULL}if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC{MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);hDC=NULL; // Set DC To NULL}if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?{MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);hWnd=NULL; // Set hWnd To NULL}if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class{MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);hInstance=NULL; // Set hInstance To NULL} }/* This Code Creates Our OpenGL Window. Parameters Are: ** title - Title To Appear At The Top Of The Window ** width - Width Of The GL Window Or Fullscreen Mode ** height - Height Of The GL Window Or Fullscreen Mode ** bits - Number Of Bits To Use For Color (8/16/24/32) ** fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag) {GLuint PixelFormat; // Holds The Results After Searching For A MatchWNDCLASS wc; // Windows Class StructureDWORD dwExStyle; // Window Extended StyleDWORD dwStyle; // Window StyleWindowRect.left=(long)0; // Set Left Value To 0WindowRect.right=(long)width; // Set Right Value To Requested WidthWindowRect.top=(long)0; // Set Top Value To 0WindowRect.bottom=(long)height; // Set Bottom Value To Requested Heightfullscreen=fullscreenflag; // Set The Global Fullscreen FlaghInstance = GetModuleHandle(NULL); // Grab An Instance For Our Windowwc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messageswc.cbClsExtra = 0; // No Extra Window Datawc.cbWndExtra = 0; // No Extra Window Datawc.hInstance = hInstance; // Set The Instancewc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Iconwc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointerwc.hbrBackground = NULL; // No Background Required For GLwc.lpszMenuName = NULL; // We Don't Want A Menuwc.lpszClassName = "OpenGL"; // Set The Class Nameif (!RegisterClass(&wc)) // Attempt To Register The Window Class{MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE; // Return FALSE}if (fullscreen) // Attempt Fullscreen Mode?{DEVMODE dmScreenSettings; // Device Modememset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's CleareddmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode StructuredmScreenSettings.dmPelsWidth = width; // Selected Screen WidthdmScreenSettings.dmPelsHeight = height; // Selected Screen HeightdmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per PixeldmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL){// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES){fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE}else{// Pop Up A Message Box Letting User Know The Program Is Closing.MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);return FALSE; // Return FALSE}}}if (fullscreen) // Are We Still In Fullscreen Mode?{dwExStyle=WS_EX_APPWINDOW; // Window Extended StyledwStyle=WS_POPUP; // Windows StyleShowCursor(FALSE); // Hide Mouse Pointer}else{dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended StyledwStyle=WS_OVERLAPPEDWINDOW; // Windows Style}AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size// Create The Windowif (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window"OpenGL", // Class Nametitle, // Window TitledwStyle | // Defined Window StyleWS_CLIPSIBLINGS | // Required Window StyleWS_CLIPCHILDREN, // Required Window Style0,0, // Window PositionWindowRect.right-WindowRect.left, // Calculate Window WidthWindowRect.bottom-WindowRect.top, // Calculate Window HeightNULL, // No Parent WindowNULL, // No MenuhInstance, // InstanceNULL))) // Dont Pass Anything To WM_CREATE{KillGLWindow(); // Reset The DisplayMessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE; // Return FALSE}static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be{sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor1, // Version NumberPFD_DRAW_TO_WINDOW | // Format Must Support WindowPFD_SUPPORT_OPENGL | // Format Must Support OpenGLPFD_DOUBLEBUFFER, // Must Support Double BufferingPFD_TYPE_RGBA, // Request An RGBA Formatbits, // Select Our Color Depth0, 0, 0, 0, 0, 0, // Color Bits Ignored0, // No Alpha Buffer0, // Shift Bit Ignored0, // No Accumulation Buffer0, 0, 0, 0, // Accumulation Bits Ignored16, // 16Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer0, // No Auxiliary BufferPFD_MAIN_PLANE, // Main Drawing Layer0, // Reserved0, 0, 0 // Layer Masks Ignored};if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?{KillGLWindow(); // Reset The DisplayMessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE; // Return FALSE}if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?{KillGLWindow(); // Reset The DisplayMessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE; // Return FALSE}if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?{KillGLWindow(); // Reset The DisplayMessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE; // Return FALSE}if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?{KillGLWindow(); // Reset The DisplayMessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE; // Return FALSE}if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context{KillGLWindow(); // Reset The DisplayMessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE; // Return FALSE}ShowWindow(hWnd,SW_SHOW); // Show The WindowSetForegroundWindow(hWnd); // Slightly Higher PrioritySetFocus(hWnd); // Sets Keyboard Focus To The WindowReSizeGLScene(width, height); // Set Up Our Perspective GL Screenif (!InitGL()) // Initialize Our Newly Created GL Window{KillGLWindow(); // Reset The DisplayMessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);return FALSE; // Return FALSE}return TRUE; // Success }LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This WindowUINT uMsg, // Message For This WindowWPARAM wParam, // Additional Message InformationLPARAM lParam) // Additional Message Information {static HWND hwndList;int sum = 0;switch (uMsg) // Check For Windows Messages{case WM_CREATE :cxChar = LOWORD (GetDialogBaseUnits ()) ;cyChar = HIWORD (GetDialogBaseUnits ()) ;// Create listbox and static text windows.hwndList = CreateWindow (TEXT ("listbox"), NULL,WS_CHILD | WS_VISIBLE | LBS_STANDARD,0, 0,cxChar * 16 + GetSystemMetrics (SM_CXVSCROLL),WindowRect.bottom-WindowRect.top,hWnd, (HMENU) ID_LIST,(HINSTANCE) GetWindowLong (hWnd, GWL_HINSTANCE),NULL) ;//填充ListboxonFindFilesInDir(srcDir, srcFilesStr);while(srcFilesStr[sum].bIsNew == FALSE){SendMessage (hwndList, LB_ADDSTRING, 0, (LPARAM) srcFilesStr[sum].fd.cFileName) ;sum++;}OldList = (WNDPROC) SetWindowLong (hwndList, GWL_WNDPROC,(LPARAM) ListProc) ;return 0 ;case WM_ACTIVATE: // Watch For Window Activate Message{if (!HIWORD(wParam)) // Check Minimization State{active=TRUE; // Program Is Active}else{active=FALSE; // Program Is No Longer Active}return 0; // Return To The Message Loop}case WM_SYSCOMMAND: // Intercept System Commands{switch (wParam) // Check System Calls{case SC_SCREENSAVE: // Screensaver Trying To Start?case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?return 0; // Prevent From Happening}break; // Exit}case WM_CLOSE: // Did We Receive A Close Message?{PostQuitMessage(0); // Send A Quit Messagereturn 0; // Jump Back}case WM_KEYDOWN: // Is A Key Being Held Down?{keys[wParam] = TRUE; // If So, Mark It As TRUEreturn 0; // Jump Back}case WM_KEYUP: // Has A Key Been Released?{keys[wParam] = FALSE; // If So, Mark It As FALSEreturn 0; // Jump Back}case WM_SIZE: // Resize The OpenGL Window{ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Heightreturn 0; // Jump Back}case WM_COMMAND :{if (LOWORD (wParam) == ID_LIST && HIWORD (wParam) == LBN_DBLCLK){//gothicLoader->CleanUp();gothicLoader->Import3DS(&gothicModel, "Data/3ds/middleTree.3DS");}return 0;}}// Pass All Unhandled Messages To DefWindowProcreturn DefWindowProc(hWnd,uMsg,wParam,lParam); }int WINAPI WinMain( HINSTANCE hInstance, // InstanceHINSTANCE hPrevInstance, // Previous InstanceLPSTR lpCmdLine, // Command Line Parametersint nCmdShow) // Window Show State {MSG msg; // Windows Message StructureBOOL done=FALSE; // Bool Variable To Exit Loop// Ask The User Which Screen Mode They Preferif (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO){fullscreen=FALSE; // Windowed Mode}// Create Our OpenGL Windowif (!CreateGLWindow("NeHe's Texture Mapping Tutorial",640,480,16,fullscreen)){return 0; // Quit If Window Was Not Created}while(!done) // Loop That Runs While done=FALSE{if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?{if (msg.message==WM_QUIT) // Have We Received A Quit Message?{done=TRUE; // If So done=TRUE}else // If Not, Deal With Window Messages{TranslateMessage(&msg); // Translate The MessageDispatchMessage(&msg); // Dispatch The Message}}else // If There Are No Messages{// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?{done=TRUE; // ESC or DrawGLScene Signalled A Quit}else // Not Time To Quit, Update Screen{SwapBuffers(hDC); // Swap Buffers (Double Buffering)}if (keys[VK_F1]) // Is F1 Being Pressed?{keys[VK_F1]=FALSE; // If So Make Key FALSEKillGLWindow(); // Kill Our Current Windowfullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode// Recreate Our OpenGL Windowif (!CreateGLWindow("NeHe's Texture Mapping Tutorial",640,480,16,fullscreen)){return 0; // Quit If Window Was Not Created}}}}// ShutdownKillGLWindow(); // Kill The Windowreturn (msg.wParam); // Exit The Program }LRESULT CALLBACK ListProc (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) {if (message == WM_KEYDOWN && wParam == VK_RETURN)SendMessage (GetParent (hwnd), WM_COMMAND, MAKELONG (1, LBN_DBLCLK), (LPARAM) hwnd) ;return CallWindowProc (OldList, hwnd, message, wParam, lParam) ; }
預(yù)備在左側(cè)顯示模型文件列表;點(diǎn)擊某個(gè)模型,在右側(cè)載入對(duì)應(yīng)模型;
首先添加列表框;
遍歷文件夾獲取文件列表;
為了定制對(duì)列表框的消息處理;增加列表框的窗口過(guò)程ListProc;
添加了列表框后把模型往左移動(dòng);
float gothicTrans[10] = {?
4, 0 , -30 , ? ? //表示在世界矩陣的位置
0.2 , 0.2 , 0.2 , ? ? ?//表示xyz放大倍數(shù)
0 , 0 , 0 , 0 ?//表示旋轉(zhuǎn)
};
原來(lái)是:
0, 0 , -30 , ? ? //表示在世界矩陣的位置
增加了上述代碼以后的效果見(jiàn)上圖;
嘗試在雙擊列表框時(shí)載入另一個(gè)模型;
case WM_COMMAND :
{
? ? ? ? ? if (LOWORD (wParam) == ID_LIST && HIWORD (wParam) == LBN_DBLCLK)
? ? ? ? ? {
//gothicLoader->CleanUp();
gothicLoader->Import3DS(&gothicModel, "Data/3ds/middleTree.3DS");
?}
?return 0;
}
直接掛了;
嘗試先調(diào)用CleanUp()再載入另一個(gè)模型;提示:
cannot access private member declared in class 'CLoad3DS'
不能訪問(wèn)私有函數(shù);
那么看來(lái)該類在一次運(yùn)行中只能載入一個(gè)3ds模型;
我加了列表框之后的工程可下載;
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