纹理渲染的图片的宽度和高度需要是二次幂的,如果不是二次幂的,需要通过填充的方式(就是添加边距),填充到二次幂。
LTexture.h
bool loadTextureFromPixels32( GLuint* pixels, GLuint imgWidth, GLuint imgHeight, GLuint texWidth, GLuint texHeight );//imgWidth图片宽,imgHeight图片高,texWidth纹理宽,texHeight纹理高
 private:
          GLuint powerOfTwo( GLuint num );//计算对应的幂,比例num为60时返回64 。
          GLuint mTextureID;
          GLuint mTextureWidth;//纹理宽高
          GLuint mTextureHeight;
          GLuint mImageWidth;//图片的宽高
          GLuint mImageHeight;LTexture.cpp
LTexture::LTexture()
{
      mTextureID = 0;
      mImageWidth = 0;
      mImageHeight = 0;
      mTextureWidth = 0;
      mTextureHeight = 0;
}
bool LTexture::loadTextureFromFile( std::string path )
{
      bool textureLoaded = false;
      ILuint imgID = 0;
      ilGenImages( 1, &imgID );//生成ID
      ilBindImage( imgID );//绑定
      ILboolean success = ilLoadImage( path.c_str() );//加载
      if( success == IL_TRUE )
      {
            success = ilConvertImage( IL_RGBA, IL_UNSIGNED_BYTE );//换为rgba
            if( success == IL_TRUE )
            {
                  GLuint imgWidth = (GLuint)ilGetInteger( IL_IMAGE_WIDTH );
                  GLuint imgHeight = (GLuint)ilGetInteger( IL_IMAGE_HEIGHT );
                  GLuint texWidth = powerOfTwo( imgWidth );
                  GLuint texHeight = powerOfTwo( imgHeight );
                  if( imgWidth != texWidth || imgHeight != texHeight )//图片宽高和纹理的宽高不一样
                  {
                        iluImageParameter( ILU_PLACEMENT, ILU_UPPER_LEFT );//设置参数,让它图片位置左上角
                        iluEnlargeCanvas( (int)texWidth, (int)texHeight, 1 );//拉伸画布到和纹理的宽高一样,这样图片在左上角,右下角就会被ilClearColor的颜色填充
                  }
                  textureLoaded = loadTextureFromPixels32( (GLuint*)ilGetData(), imgWidth, imgHeight, texWidth, texHeight );//根据图片像素创建纹理
            }
            ilDeleteImages( 1, &imgID );//从内存删除图片
      }
      if( !textureLoaded )
      {
            printf( "Unable to load %s\n", path.c_str() );
      }
      return textureLoaded;
}
bool LTexture::loadTextureFromPixels32( GLuint* pixels, GLuint imgWidth, GLuint imgHeight, GLuint texWidth, GLuint texHeight )
{
      freeTexture();
      mImageWidth = imgWidth;
      mImageHeight = imgHeight;
      mTextureWidth = texWidth;
      mTextureHeight = texHeight;
      glGenTextures( 1, &mTextureID );//生成纹理ID
      glBindTexture( GL_TEXTURE_2D, mTextureID );//绑定
      glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, mTextureWidth, mTextureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels );//创建
      glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
      glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
      glBindTexture( GL_TEXTURE_2D, NULL );//解除
      GLenum error = glGetError();
      if( error != GL_NO_ERROR )
      {
            printf( "Error loading texture from %p pixels! %s\n", pixels, gluErrorString( error ) );
            return false;
      }
      return true;
}
void LTexture::freeTexture()
{
      if( mTextureID != 0 )
      {
            glDeleteTextures( 1, &mTextureID );
            mTextureID = 0;
      }
      mImageWidth = 0;
      mImageHeight = 0;
      mTextureWidth = 0;
      mTextureHeight = 0;
}
void LTexture::render( GLfloat x, GLfloat y, LFRect* clip )
{
      if( mTextureID != 0 )
      {  //下面是纹理坐标处理
            glLoadIdentity();//重置,移除之前的变换
            GLfloat texTop = 0.f;
            GLfloat texBottom = (GLfloat)mImageHeight / (GLfloat)mTextureHeight;
            GLfloat texLeft = 0.f;
            GLfloat texRight = (GLfloat)mImageWidth / (GLfloat)mTextureWidth;
            GLfloat quadWidth = mImageWidth;
            GLfloat quadHeight = mImageHeight;
            if( clip != NULL )
            {
                  texLeft = clip->x / mTextureWidth;
                  texRight = ( clip->x + clip->w ) / mTextureWidth;
                  texTop = clip->y / mTextureHeight;
                  texBottom = ( clip->y + clip->h ) / mTextureHeight;
                  quadWidth = clip->w;
                  quadHeight = clip->h;
            }
            glTranslatef( x, y, 0.f );
            glBindTexture( GL_TEXTURE_2D, mTextureID );//绑定
            glBegin( GL_QUADS );//渲染
                  glTexCoord2f(  texLeft,    texTop ); glVertex2f(       0.f,        0.f );
                  glTexCoord2f( texRight,    texTop ); glVertex2f( quadWidth,        0.f );
                  glTexCoord2f( texRight, texBottom ); glVertex2f( quadWidth, quadHeight );
                  glTexCoord2f(  texLeft, texBottom ); glVertex2f(       0.f, quadHeight );
            glEnd();
      }
}
GLuint LTexture::powerOfTwo( GLuint num )
{
      if( num != 0 )
      {
            num--;
            num |= (num >> 1); //Or first 2 bits
            num |= (num >> 2); //Or next 2 bits
            num |= (num >> 4); //Or next 4 bits
            num |= (num >> 8); //Or next 8 bits
            num |= (num >> 16); //Or next 16 bits
            num++;
      }
      return num;
}LUtil.cpp
LTexture gNon2NTexture;
bool initGL()
{
  ...
      ilInit();//初始化DevIL
      iluInit();//初始化DevILU工具类
      ilClearColour( 255, 255, 255, 000 );
      ILenum ilError = ilGetError();
      if( ilError != IL_NO_ERROR )
      {
            printf( "Error initializing DevIL! %s\n", iluErrorString( ilError ) );
            return false;
      }
      return true;
}
bool loadMedia()
{
      if( !gNon2NTexture.loadTextureFromFile( "opengl.png" ) )
      {
            printf( "Unable to load non-power-of-two texture!\n" );
            return false;
      }
      return true;
}
void render()
{
      glClear( GL_COLOR_BUFFER_BIT );
      gNon2NTexture.render( ( SCREEN_WIDTH - gNon2NTexture.imageWidth() ) / 2.f, ( SCREEN_HEIGHT - gNon2NTexture.imageHeight() ) / 2.f );
      glutSwapBuffers();
}









