#include<opencv/highgui.h>
int main()
{
IplImage * img = cvLoadImage("EarthMapColor.jpg");
cvNamedWindow("img");
cvShowImage("img",img);
cvWaitKey(0);
return 0;
}
{
IplImage * img = cvLoadImage("EarthMapColor.jpg");
cvNamedWindow("img");
cvShowImage("img",img);
cvWaitKey(0);
return 0;
}
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
GLuint id;
float rot=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,id);
glPushMatrix();
glRotated(rot,1,0,0);
glutSolidTeapot(0.3);
glBegin(GL_POLYGON);
glTexCoord2f(0,0);glVertex3f(-1,-1,0);
glTexCoord2f(1,0);glVertex3f(1,-1,0);
glTexCoord2f(1,1);glVertex3f(1,1,0);
glTexCoord2f(0,1);glVertex3f(-1,1,0);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glutSwapBuffers();
}
void idle()
{
rot++;
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("00160475_hw8");
glutDisplayFunc(display);
glutIdleFunc(idle);
//Texture image file by OpenCV
IplImage * img = cvLoadImage("EarthMapColor.jpg");
cvCvtColor(img,img,CV_BGR2RGB);
//Texture image file by OpenGL
glEnable(GL_TEXTURE_2D);
glGenTextures(1,&id);
glBindTexture(GL_TEXTURE_2D,id);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,img->width,img->height,0,GL_RGB,GL_UNSIGNED_BYTE,img->imageData);
//Texture End
glutMainLoop();
return 0;
}
#include <opencv/highgui.h>
#include <opencv/cv.h>
GLuint id;
float rot=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,id);
glPushMatrix();
glRotated(rot,1,0,0);
glutSolidTeapot(0.3);
glBegin(GL_POLYGON);
glTexCoord2f(0,0);glVertex3f(-1,-1,0);
glTexCoord2f(1,0);glVertex3f(1,-1,0);
glTexCoord2f(1,1);glVertex3f(1,1,0);
glTexCoord2f(0,1);glVertex3f(-1,1,0);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glutSwapBuffers();
}
void idle()
{
rot++;
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("00160475_hw8");
glutDisplayFunc(display);
glutIdleFunc(idle);
//Texture image file by OpenCV
IplImage * img = cvLoadImage("EarthMapColor.jpg");
cvCvtColor(img,img,CV_BGR2RGB);
//Texture image file by OpenGL
glEnable(GL_TEXTURE_2D);
glGenTextures(1,&id);
glBindTexture(GL_TEXTURE_2D,id);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,img->width,img->height,0,GL_RGB,GL_UNSIGNED_BYTE,img->imageData);
//Texture End
glutMainLoop();
return 0;
}
#include <GL/glu.h>
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
GLUquadric * quad=NULL;
GLuint id;
float rot=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,id);
glPushMatrix();
glRotated(60,1,0,0);
glRotated(rot,1,0,0);
gluQuadricTexture (quad, true);
gluSphere(quad, 1, 30,30);
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glutSwapBuffers();
}
void idle()
{
rot+=0.3;
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("00160475_hw8");
glutDisplayFunc(display);
glutIdleFunc(idle);
//Texture image file by OpenCV
IplImage * img = cvLoadImage("EarthMapColor.jpg");
cvCvtColor(img,img,CV_BGR2RGB);
//Texture image file by OpenGL
glEnable(GL_TEXTURE_2D);
glGenTextures(1,&id);
glBindTexture(GL_TEXTURE_2D,id);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,img->width,img->height,0,GL_RGB,GL_UNSIGNED_BYTE,img->imageData);
//Texture End
quad = gluNewQuadric();
glutMainLoop();
return 0;
}
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
GLUquadric * quad=NULL;
GLuint id;
float rot=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,id);
glPushMatrix();
glRotated(60,1,0,0);
glRotated(rot,1,0,0);
gluQuadricTexture (quad, true);
gluSphere(quad, 1, 30,30);
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glutSwapBuffers();
}
void idle()
{
rot+=0.3;
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("00160475_hw8");
glutDisplayFunc(display);
glutIdleFunc(idle);
//Texture image file by OpenCV
IplImage * img = cvLoadImage("EarthMapColor.jpg");
cvCvtColor(img,img,CV_BGR2RGB);
//Texture image file by OpenGL
glEnable(GL_TEXTURE_2D);
glGenTextures(1,&id);
glBindTexture(GL_TEXTURE_2D,id);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,img->width,img->height,0,GL_RGB,GL_UNSIGNED_BYTE,img->imageData);
//Texture End
quad = gluNewQuadric();
glutMainLoop();
return 0;
}
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