关于c ++:错误C2664:“ auxDIBImageLoadW”:无法将参数1从“ LPSTR”转换为“ LPCWSTR”

Error C2664: 'auxDIBImageLoadW' : cannot convert parameter 1 from 'LPSTR' to 'LPCWSTR'

重新安装Windows和VS 2012 Ultimate之后,我只是在修改代码。 该代码(如下所示)之前可以很好地工作,但是当我尝试立即运行该代码时,它出现以下错误:

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Error   1   error C2664: 'auxDIBImageLoadW' : cannot convert parameter 1 from 'LPSTR' to 'LPCWSTR'

码:

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void CreateTexture(GLuint textureArray[], LPSTR strFileName, int textureID)
{
    AUX_RGBImageRec *pBitmap = NULL;
    if (!strFileName)                                   // Return from the function if no file name was passed in
        return;
    pBitmap = auxDIBImageLoad(strFileName);     //<-Error in this line      // Load the bitmap and store the data

    if (pBitmap == NULL)                                    // If we can't load the file, quit!
        exit(0);

    // Generate a texture with the associative texture ID stored in the array
    glGenTextures(1, &textureArray[textureID]);

    // This sets the alignment requirements for the start of each pixel row in memory.
    //  glPixelStorei (GL_UNPACK_ALIGNMENT, 1);

    // Bind the texture to the texture arrays index and init the texture
    glBindTexture(GL_TEXTURE_2D, textureArray[textureID]);

    // Build Mipmaps (builds different versions of the picture for distances - looks better)
    gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pBitmap->sizeX, pBitmap->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pBitmap->data);

    // Lastly, we need to tell OpenGL the quality of our texture map.  GL_LINEAR is the smoothest.
    // GL_NEAREST is faster than GL_LINEAR, but looks blochy and pixelated.  Good for slower computers though.
    // Read more about the MIN and MAG filters at the bottom of main.cpp

    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_MAG_FILTER,GL_NEAREST);
    //  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);


    // Now we need to free the bitmap data that we loaded since openGL stored it as a texture

    if (pBitmap)                                        // If we loaded the bitmap
    {
        if (pBitmap->data)                              // If there is texture data
        {
            free(pBitmap->data);                        // Free the texture data, we don't need it anymore
        }

        free(pBitmap);                                  // Free the bitmap structure
    }
}

我尝试了此链接,也尝试了此链接。 但仍然出现错误。

此函数在初始化后用作:

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LPCWSTR k =L"grass.bmp";
CreateTexture(g_Texture,"building1.bmp", 0);
CreateTexture(g_Texture,"clock.bmp", 0);
//list goes on

你能帮我吗?


解决方案是:

更改函数原型以使用宽字符串:

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void CreateTexture(GLuint textureArray[], LPWSTR strFileName, int textureID)
//...
LPCWSTR k =L"grass.bmp";
CreateTexture(g_Texture, L"building1.bmp", 0);
CreateTexture(g_Texture, L"clock.bmp", 0);

要么

不要更改您的函数原型,而是调用API函数的A版本:

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pBitmap = auxDIBImageLoadA(strFileName);

推荐:坚持使用宽弦,并使用正确的弦类型。


将" LPSTR strFileName"更改为" LPCWSTR strFileName",将" building1.bmp"更改为L" building1.bmp,将" clock.bmp"更改为L" clock.bmp"。

始终要小心,因为LPSTR是ASCII,而LPCWSTR是Unicode。 因此,如果函数需要Unicode变量(例如:L" String here"),则不能给它提供ASCII字符串。