strange problom with the texture
hi i'm trying to add texture and i dont know why but the QUAD
is still blue and isnt changing... plz help me here is the code:
/*
* This Code Was Created By Jeff Molofee 2000
* A HUGE Thanks To Fredric Echols For Cleaning Up
* And Optimizing This 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>
#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
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
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
GLfloat yy;
GLfloat xx;
GLuint texture[1];
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL;
if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
}
File=fopen(Filename,"r");
if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return 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;
AUX_RGBImageRec *TextureImage[1];
memset(TextureImage,0,sizeof(void *)*1);
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if (TextureImage[0]=LoadBMP("Data/aa.bmp"))
{
Status=TRUE;
glGenTextures(1, &texture[0]); // Create The Texture
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture[0]);
// Generate The Texture
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); // Linear Filtering
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
}
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 Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // 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 ( NEW )
}
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
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 Screen And Depth Buffer
glLoadIdentity();
//glTranslatef(-1.5f,0.0f,-6.0f);
glTranslatef(0.0f,0.0f,-10.0f);
glRotatef(xx,0.0f,1.0f,0.0f);
glBegin(GL_TRIANGLES);
glColor3f(0.0f,2.0f,1.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0,-1.0,1.0f);
glColor3f(0.0f,2.0f,1.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0,-1.0,-1.0f);
glColor3f(0.0f,2.0f,1.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0,-1.0,1.0f);
glColor3f(0.0f,2.0f,1.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0,-1.0,-1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTranslatef(2.0f,0.0f,0.0f);
glRotatef(yy,0.0f,1.0f,0.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(1.0f,1.0f,0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f,1.0f,0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f,0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(1.0f,-1.0f,0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,1.0f,0.0f);
glColor3f(0.0f,2.0f,1.0f);
glVertex3f(1.0f,1.0f,0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glColor3f(0.0f,2.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f,0.0f);
glColor3f(0.0f,2.0f,1.0f);
glVertex3f(1.0f,-1.0f,0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,1.0f,0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,-1.0f,0.0f);
glColor3f(0.0f,2.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,1.0f,0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f,0.0f);
glColor3f(0.0f,2.0f,1.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glEnd();
xx+=1;
yy+=1;
// glBegin(GL_TRIANGLES); // Drawing Using Triangles
// glVertex3f( 0.0f, 1.0f, 0.0f); // Top
// glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
// glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
// glEnd();
return TRUE; // Everything Went OK
}
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(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 Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExstyle; // Window Extended style
DWORD dwstyle; // Window style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = hInstance; // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = "OpenGL"; // Set The Class Name
if (!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 Mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.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 style
dwstyle=WS_POPUP; // Windows style
ShowCursor(FALSE); // Hide Mouse Pointer
}
else
{
dwExstyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended style
dwstyle=WS_OVERLAPPEDWINDOW; // Windows style
}
AdjustWindowRectEx(&WindowRect, dwstyle, FALSE, dwExstyle); // Adjust Window To True Requested Size
// Create The Window
if (!(hWnd=CreateWindowEx( dwExstyle, // Extended style For The Window
"OpenGL", // Class Name
title, // Window Title
dwstyle | // Defined Window style
WS_CLIPSIBLINGS | // Required Window style
WS_CLIPCHILDREN, // Required Window style
0, 0, // Window Position
WindowRect.right-WindowRect.left, // Calculate Window Width
WindowRect.bottom-WindowRect.top, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL))) // Dont Pass Anything To WM_CREATE
{
KillGLWindow(); // Reset The Display
MessageBox(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 Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(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 Display
MessageBox(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 Display
MessageBox(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 Display
MessageBox(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 Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
if (!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
return TRUE; // Success
}
LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
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 Message
return 0; // Jump Back
}
case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
}
case WM_KEYUP: // Has A Key Been Released?
{
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
}
case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
}
}
// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop
// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL,"ìäôòéì áîñê îìà?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE; // Windowed Mode
}
// Create Our OpenGL Window
if (!CreateGLWindow("yoni first program",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 Message
DispatchMessage(&msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if (active) // Program Active?
{
if (keys[VK_ESCAPE]) // Was ESC Pressed?
{
done=TRUE; // ESC Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
DrawGLScene(); // Draw The Scene
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
}
}
if (keys[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("yoni's program",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}
thx anyways
Try this:
I have no idea whether it will work or not, just at first glance you seem to be drawing over the textured quad with some blue ones.
/** This Code Was Created By Jeff Molofee 2000* A HUGE Thanks To Fredric Echols For Cleaning Up* And Optimizing This 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>#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 LibraryHDC hDC=NULL; // Private GDI Device ContextHGLRC hRC=NULL; // Permanent Rendering ContextHWND hWnd=NULL; // Holds Our Window HandleHINSTANCE hInstance; // Holds The Instance Of The Applicationbool keys[256]; // Array Used For The Keyboard Routinebool active=TRUE; // Window Active Flag Set To TRUE By Defaultbool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By DefaultGLfloat yy;GLfloat xx;GLuint texture[1];LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProcAUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image{FILE *File=NULL;if (!Filename) // Make Sure A Filename Was Given{return NULL; // If Not Return NULL}File=fopen(Filename,"r");if (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;AUX_RGBImageRec *TextureImage[1];memset(TextureImage,0,sizeof(void *)*1);// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quitif (TextureImage[0]=LoadBMP("Data/aa.bmp")){Status=TRUE;glGenTextures(1, &texture[0]); // Create The Texture// Typical Texture Generation Using Data From The BitmapglBindTexture(GL_TEXTURE_2D, texture[0]);// Generate The TextureglTexImage2D(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); // Linear FilteringglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering}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 ( NEW )}glEnable(GL_TEXTURE_2D);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 Calculationsreturn 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 Screen And Depth BufferglLoadIdentity();//glTranslatef(-1.5f,0.0f,-6.0f);glTranslatef(0.0f,0.0f,-10.0f);glRotatef(xx,0.0f,1.0f,0.0f);glBegin(GL_TRIANGLES);glColor3f(0.0f,2.0f,1.0f);glVertex3f(0.0f,1.0f,0.0f);glColor3f(1.0f,0.0f,0.0f);glVertex3f(1.0f,-1.0f,1.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0,-1.0,1.0f);glColor3f(0.0f,2.0f,1.0f);glVertex3f(0.0f,1.0f,0.0f);glColor3f(1.0f,0.0f,0.0f);glVertex3f(-1.0f,-1.0f,1.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0,-1.0,-1.0f);glColor3f(0.0f,2.0f,1.0f);glVertex3f(0.0f,1.0f,0.0f);glColor3f(1.0f,0.0f,0.0f);glVertex3f(1.0f,-1.0f,-1.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(1.0,-1.0,1.0f);glColor3f(0.0f,2.0f,1.0f);glVertex3f(0.0f,1.0f,0.0f);glColor3f(1.0f,0.0f,0.0f);glVertex3f(1.0f,-1.0f,-1.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0,-1.0,-1.0f);glEnd();glBindTexture(GL_TEXTURE_2D, texture[0]);glTranslatef(2.0f,0.0f,0.0f);glRotatef(yy,0.0f,1.0f,0.0f);glBegin(GL_QUADS);glTexCoord2f(0.0f, 0.0f);glVertex3f(1.0f,1.0f,0.0f);glTexCoord2f(1.0f, 0.0f);glVertex3f(-1.0f,1.0f,0.0f);glTexCoord2f(1.0f, 1.0f);glVertex3f(-1.0f,-1.0f,0.0f);glTexCoord2f(0.0f, 1.0f);glVertex3f(1.0f,-1.0f,0.0f);// !!PROBLEM MIGHT HAVE BEEN HERE!!glEnd();xx+=1;yy+=1;// glBegin(GL_TRIANGLES); // Drawing Using Triangles// glVertex3f( 0.0f, 1.0f, 0.0f); // Top// glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left// glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right// glEnd();return TRUE; // Everything Went OK}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 styleRECT WindowRect; // Grabs Rectangle Upper Left / Lower Right ValuesWindowRect.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{switch (uMsg) // Check For Windows Messages{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}}// 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,"ìäôòéì áîñê îìà?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO){fullscreen=FALSE; // Windowed Mode}// Create Our OpenGL Windowif (!CreateGLWindow("yoni first program",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) // Program Active?{if (keys[VK_ESCAPE]) // Was ESC Pressed?{done=TRUE; // ESC Signalled A Quit}else // Not Time To Quit, Update Screen{DrawGLScene(); // Draw The SceneSwapBuffers(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("yoni's program",640,480,16,fullscreen)){return 0; // Quit If Window Was Not Created}}}}// ShutdownKillGLWindow(); // Kill The Windowreturn (msg.wParam); // Exit The Program}
I have no idea whether it will work or not, just at first glance you seem to be drawing over the textured quad with some blue ones.
the rug - funpowered.com
umm i dont think you understand me...
i wanna put a texture n the QUAD
not a blue on it
i wanna put a texture n the QUAD
not a blue on it
ok, i dont understand this if i put the bmp picture in a little lower then NeHe did it dont work and neither heigher why????
You're saying you can't see your textured quad because it's obscured by a blue one, right? Look at this code:
Your textured quad is being obscured by a a bunch of untextured quads in the shape of a box. That's why all you see is a blue quad- it's the near face of the box, being drawn on top of the texture quad (the far face of the box.)
Remove the code that draws the untextured quads and you will see the textured quad. Or are you actually trying to texture the entire box?
glBegin(GL_QUADS);// THIS IS YOUR TEXTURED QUADglTexCoord2f(0.0f, 0.0f);glVertex3f(1.0f,1.0f,0.0f);glTexCoord2f(1.0f, 0.0f);glVertex3f(-1.0f,1.0f,0.0f);glTexCoord2f(1.0f, 1.0f);glVertex3f(-1.0f,-1.0f,0.0f);glTexCoord2f(0.0f, 1.0f);glVertex3f(1.0f,-1.0f,0.0f);// THESE ARE SOME MORE QUADS THAT MAKE A BOX SHAPEglColor3f(0.0f,0.0f,1.0f);glVertex3f(1.0f,1.0f,1.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0f,1.0f,1.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0f,1.0f,0.0f);glColor3f(0.0f,2.0f,1.0f);glVertex3f(1.0f,1.0f,0.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(1.0f,1.0f,1.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0f,1.0f,1.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0f,-1.0f,1.0f);glColor3f(0.0f,2.0f,1.0f);glVertex3f(1.0f,-1.0f,1.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(1.0f,-1.0f,1.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0f,-1.0f,1.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0f,-1.0f,0.0f);glColor3f(0.0f,2.0f,1.0f);glVertex3f(1.0f,-1.0f,0.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(1.0f,1.0f,1.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(1.0f,1.0f,0.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(1.0f,-1.0f,0.0f);glColor3f(0.0f,2.0f,1.0f);glVertex3f(1.0f,-1.0f,1.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0f,1.0f,1.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0f,1.0f,0.0f);glColor3f(0.0f,0.0f,1.0f);glVertex3f(-1.0f,-1.0f,0.0f);glColor3f(0.0f,2.0f,1.0f);glVertex3f(-1.0f,-1.0f,1.0f);glEnd();
Your textured quad is being obscured by a a bunch of untextured quads in the shape of a box. That's why all you see is a blue quad- it's the near face of the box, being drawn on top of the texture quad (the far face of the box.)
Remove the code that draws the untextured quads and you will see the textured quad. Or are you actually trying to texture the entire box?
the rug - funpowered.com
As The Rug says, it's not entirely clear what you're trying to do. Currently you are rendering a pyramid which is coloured and textured with the top right pixel of your texture, as well as a cuboid with one face which is coloured dark blue and textured with the whole of your texture and five faces which are shaded with three dark blue corners and one light blue one, textured with the top right pixel of your texture.
Remember that OpenGL is a state machine. Once you set a state it remains set until you specifically unset or change it. So once you've enabled texturing with glEnable(GL_TEXTURE_2D); it remains enabled and every subsequent object is textured until you call glDisable(GL_TEXTURE_2D);. Once you set a colour that colour applies to every subsequent vertex you specify until you change the colour. When you set a texture coordinate that texture coordinate applies to every subsequent vertex you specify until you change the texture coordinate.
If you want to draw a coloured pyramid and a blue cube with one face textured (and not blue) you should do the following:
You'll also want to remove the glEnable(GL_TEXTURE_2D); line from your InitGL function.
Finally, there are a couple of errors in the tutorial code that you would be best off correcting. When you upload the texture to OpenGL you should use a symbolic constant for the internal format, not the number of channels since the latter is deprecated. So your glTexImage2D call should look like:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
Also you should remove the memset call from LoadGLTextures since it is redundant and I believe potentially dangerous. I cannot find anything in the C specification which guarantees that sizeof(void *) == sizeof(struct *). If you are planning on adding additional textures to your code then you should retain the memset line but modify it to:
memset(memset(TextureImage,0,sizeof(AUX_RGBImageRec *)*1);
or, if using C++, replace it with:
std::fill(TextureImage, TextureImage + numberOfTextures, 0);
Enigma
Remember that OpenGL is a state machine. Once you set a state it remains set until you specifically unset or change it. So once you've enabled texturing with glEnable(GL_TEXTURE_2D); it remains enabled and every subsequent object is textured until you call glDisable(GL_TEXTURE_2D);. Once you set a colour that colour applies to every subsequent vertex you specify until you change the colour. When you set a texture coordinate that texture coordinate applies to every subsequent vertex you specify until you change the texture coordinate.
If you want to draw a coloured pyramid and a blue cube with one face textured (and not blue) you should do the following:
int DrawGLScene(GLvoid){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0.0f,0.0f,-10.0f); glRotatef(xx,0.0f,1.0f,0.0f); glBegin(GL_TRIANGLES); glColor3f(0.0f,1.0f,1.0f); // changed from glColor3f(0.0f, 2.0f, 1.0f) since 2.0f means "200% of the maximum amount of green", which is obviously impossible. OpenGL would have clamped it to 1.0f anyway. glVertex3f(0.0f,1.0f,0.0f); glColor3f(1.0f,0.0f,0.0f); glVertex3f(1.0f,-1.0f,1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0,-1.0,1.0f); glColor3f(0.0f,1.0f,1.0f); glVertex3f(0.0f,1.0f,0.0f); glColor3f(1.0f,0.0f,0.0f); glVertex3f(-1.0f,-1.0f,1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0,-1.0,-1.0f); glColor3f(0.0f,1.0f,1.0f); glVertex3f(0.0f,1.0f,0.0f); glColor3f(1.0f,0.0f,0.0f); glVertex3f(1.0f,-1.0f,-1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(1.0,-1.0,1.0f); glColor3f(0.0f,1.0f,1.0f); glVertex3f(0.0f,1.0f,0.0f); glColor3f(1.0f,0.0f,0.0f); glVertex3f(1.0f,-1.0f,-1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0,-1.0,-1.0f); glEnd(); glEnable(GL_TEXTURE_2D); // enable texturing glBindTexture(GL_TEXTURE_2D, texture[0]); glTranslatef(2.0f,0.0f,0.0f); glRotatef(yy,0.0f,1.0f,0.0f); glColor3f(1.0f, 1.0f, 1.0f); // set the colour to white so that the texture is not tinted blue glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f,1.0f,0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f,1.0f,0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,-1.0f,0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f,-1.0f,0.0f); glEnd(); // we only want one quad textured, so we have to stop drawing quads so that we can disable the texture glDisable(GL_TEXTURE_2D); // disable texturing glBegin(GL_QUADS); // begin drawing the untextured quads glColor3f(0.0f,0.0f,1.0f); glVertex3f(1.0f,1.0f,1.0f); glVertex3f(-1.0f,1.0f,1.0f); // redundant glColor3f calls removed glVertex3f(-1.0f,1.0f,0.0f); glColor3f(0.0f,1.0f,1.0f); glVertex3f(1.0f,1.0f,0.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(1.0f,1.0f,1.0f); glVertex3f(-1.0f,1.0f,1.0f); glVertex3f(-1.0f,-1.0f,1.0f); glColor3f(0.0f,1.0f,1.0f); glVertex3f(1.0f,-1.0f,1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(1.0f,-1.0f,1.0f); glVertex3f(-1.0f,-1.0f,1.0f); glVertex3f(-1.0f,-1.0f,0.0f); glColor3f(0.0f,1.0f,1.0f); glVertex3f(1.0f,-1.0f,0.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(1.0f,1.0f,1.0f); glVertex3f(1.0f,1.0f,0.0f); glVertex3f(1.0f,-1.0f,0.0f); glColor3f(0.0f,1.0f,1.0f); glVertex3f(1.0f,-1.0f,1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0f,1.0f,1.0f); glVertex3f(-1.0f,1.0f,0.0f); glVertex3f(-1.0f,-1.0f,0.0f); glColor3f(0.0f,1.0f,1.0f); glVertex3f(-1.0f,-1.0f,1.0f); glEnd(); xx+=1; yy+=1; return TRUE;}
You'll also want to remove the glEnable(GL_TEXTURE_2D); line from your InitGL function.
Finally, there are a couple of errors in the tutorial code that you would be best off correcting. When you upload the texture to OpenGL you should use a symbolic constant for the internal format, not the number of channels since the latter is deprecated. So your glTexImage2D call should look like:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
Also you should remove the memset call from LoadGLTextures since it is redundant and I believe potentially dangerous. I cannot find anything in the C specification which guarantees that sizeof(void *) == sizeof(struct *). If you are planning on adding additional textures to your code then you should retain the memset line but modify it to:
memset(memset(TextureImage,0,sizeof(AUX_RGBImageRec *)*1);
or, if using C++, replace it with:
std::fill(TextureImage, TextureImage + numberOfTextures, 0);
Enigma
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