/* Model.cpp Abstract base class for a model. The specific extended class will render the given model. Author: Brett Porter Email: brettporter@yahoo.com Website: http://www.geocities.com/brettporter/ Copyright (C)2000, Brett Porter. All Rights Reserved. This file may be used only as long as this copyright notice remains intact.*/#include <windows.h> // Header File For Windows#include <gl\gl.h> // Header File For The OpenGL32 Library#include "Model.h"#include "Lesson31.h"Model::Model(){ m_numMeshes = 0; m_pMeshes = NULL; m_numMaterials = 0; m_pMaterials = NULL; m_numTriangles = 0; m_pTriangles = NULL; m_numVertices = 0; m_pVertices = NULL;}Model::~Model(){ int i; for ( i = 0; i < m_numMeshes; i++ ) delete[] m_pMeshes.m_pTriangleIndices; for ( i = 0; i < m_numMaterials; i++ ) delete[] m_pMaterials.m_pTextureFilename; m_numMeshes = 0; if ( m_pMeshes != NULL ) { delete[] m_pMeshes; m_pMeshes = NULL; } m_numMaterials = 0; if ( m_pMaterials != NULL ) { delete[] m_pMaterials; m_pMaterials = NULL; } m_numTriangles = 0; if ( m_pTriangles != NULL ) { delete[] m_pTriangles; m_pTriangles = NULL; } m_numVertices = 0; if ( m_pVertices != NULL ) { delete[] m_pVertices; m_pVertices = NULL; }}void Model::draw() { GLboolean texEnabled = glIsEnabled( GL_TEXTURE_2D ); // Draw by group for ( int i = 0; i < m_numMeshes; i++ ) { int materialIndex = m_pMeshes.m_materialIndex; if ( materialIndex >= 0 ) { glMaterialfv( GL_FRONT, GL_AMBIENT, m_pMaterials[materialIndex].m_ambient ); glMaterialfv( GL_FRONT, GL_DIFFUSE, m_pMaterials[materialIndex].m_diffuse ); glMaterialfv( GL_FRONT, GL_SPECULAR, m_pMaterials[materialIndex].m_specular ); glMaterialfv( GL_FRONT, GL_EMISSION, m_pMaterials[materialIndex].m_emissive ); glMaterialf( GL_FRONT, GL_SHININESS, m_pMaterials[materialIndex].m_shininess ); if ( m_pMaterials[materialIndex].m_texture > 0 ) { glBindTexture( GL_TEXTURE_2D, m_pMaterials[materialIndex].m_texture ); glEnable( GL_TEXTURE_2D ); } else glDisable( GL_TEXTURE_2D ); } else { // Material properties? glDisable( GL_TEXTURE_2D ); } glBegin( GL_TRIANGLES ); { for ( int j = 0; j < m_pMeshes.m_numTriangles; j++ ) { int triangleIndex = m_pMeshes.m_pTriangleIndices[j]; const Triangle* pTri = &m_pTriangles[triangleIndex]; for ( int k = 0; k < 3; k++ ) { int index = pTri->m_vertexIndices[k]; glNormal3fv( pTri->m_vertexNormals[k] ); glTexCoord2f( pTri->m_s[k], pTri->m_t[k] ); glVertex3fv( m_pVertices[index].m_location ); } } } glEnd(); } if ( texEnabled ) glEnable( GL_TEXTURE_2D ); else glDisable( GL_TEXTURE_2D );}void Model::reloadTextures(){ for ( int i = 0; i < m_numMaterials; i++ ) if ( strlen( m_pMaterials.m_pTextureFilename ) > 0 ) m_pMaterials.m_texture = LoadGLTexture( m_pMaterials.m_pTextureFilename ); else m_pMaterials.m_texture = 0;}
Lesson 31 Using a Milkshape Model
Model Class
Rasmadrak I am very familiar with texture mapping however I though that information was stored in the milkshape model itself?
This is how my image looks in Milkshape. Its pure white on black using the code...
You don't do any real error checking to see if a texture has been loaded successfully. If it hasn't, you just return 0 as the texture id (I don't know what OpenGL does with it, but either way it's not what you want).
In the loading function, if the loading failed you should display a message box that says so and exit the program.
In the loading function, if the loading failed you should display a message box that says so and exit the program.
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Gage thanks! I added the following code:
And it drops out saying texture not loaded? However does is my code right?
I tried the default milkshape model (that came with lesson 31). The default model loads ok when the above catch is edited out it even displays a texture but only when using the lesson 31 code not using milkshape!
I assume then that texture is ALWAYS set to 0?
if ( texture == 0 ) // Loads The Model And Checks For Errors { MessageBox( NULL, "Couldn't load the texture", "Error", MB_OK | MB_ICONERROR ); return 0; // If Model Didn't Load Quit }
And it drops out saying texture not loaded? However does is my code right?
I tried the default milkshape model (that came with lesson 31). The default model loads ok when the above catch is edited out it even displays a texture but only when using the lesson 31 code not using milkshape!
I assume then that texture is ALWAYS set to 0?
/* * This Code Was Created By Brett Porter For NeHe Productions 2000 * Visit NeHe Productions At http://nehe.gamedev.net * * Visit Brett Porter's Web Page at * http://www.geocities.com/brettporter/programming * Conversion to Visual Studio.NET done by GRANT JAMES(ZEUS) */#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 "MilkshapeModel.h" // Header File For Milkshape File#pragma comment( lib, "opengl32.lib" ) // Search For OpenGL32.lib While Linking ( NEW )#pragma comment( lib, "glu32.lib" ) // Search For GLu32.lib While Linking ( NEW )#pragma comment( lib, "glaux.lib" ) // Search For GLaux.lib While Linking ( NEW )HDC hDC=NULL; // Private GDI Device ContextHGLRC hRC=NULL; // Permanent Rendering ContextHWND hWnd=NULL; // Holds Our Window HandleHINSTANCE hInstance; // Holds The Instance Of The ApplicationModel *pModel = NULL; // Holds The Model Databool 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 yrot=0.0f; // Y RotationGLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f };GLuint texture = 0; // Texture IDLRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProcAUX_RGBImageRec *LoadBMP(const char *Filename) // Loads A Bitmap Image{ FILE *File=NULL; // File Handle if (!Filename) // Make Sure A Filename Was Given { return NULL; // If Not Return NULL } File=fopen(Filename,"r"); // Check To See If The File Exists 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}GLuint LoadGLTexture( const char *filename ) // Load Bitmaps And Convert To Textures{ AUX_RGBImageRec *pImage; // Create Storage Space For The Texture //GLuint Texture Here pImage = LoadBMP( filename ); // Loads The Bitmap Specified By filename // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit if ( pImage != NULL && pImage->data != NULL ) // If Texture Image Exists { glGenTextures(1, &texture); // Create The Texture // Typical Texture Generation Using Data From The Bitmap glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, 3, pImage->sizeX, pImage->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, pImage->data); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); free(pImage->data); // Free The Texture Image Memory free(pImage); // Free The Image Structure } return texture; // 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,1.0f,1000.0f); // View Depth of 1000 glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix}int InitGL(GLvoid) // All Setup For OpenGL Goes Here{ pModel->reloadTextures(); // Loads Model Textures glEnable(GL_TEXTURE_2D); // Enable Texture Mapping 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 glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Setup The Ambient Light glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // Setup The Diffuse Light glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); // Position The Light glEnable(GL_LIGHT1); // Enable Light One 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 Buffer glLoadIdentity(); // Reset The Modelview Matrix gluLookAt( 75, 75, 75, 0, 0, 0, 0, 1, 0 ); // (3) Eye Postion (3) Center Point (3) Y-Axis Up Vector pModel->draw(); // Draw The Model 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 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 pModel = new MilkshapeModel(); // Memory To Hold The Model if ( pModel->loadModelData( "data/model.ms3d" ) == false ) // Loads The Model And Checks For Errors { MessageBox( NULL, "Couldn't load the model data\\model.ms3d", "Error", MB_OK | MB_ICONERROR ); return 0; // If Model Didn't Load Quit } if ( texture == 0 ) // Loads The Model And Checks For Errors { MessageBox( NULL, "Couldn't load the texture", "Error", MB_OK | MB_ICONERROR ); return 0; // If Model Didn't Load Quit } // Ask The User Which Screen Mode They Prefer if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO) { fullscreen=FALSE; // Windowed Mode } // Create Our OpenGL Window if (!CreateGLWindow("Brett Porter & NeHe's Model Rendering 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 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 && !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 FALSE KillGLWindow(); // Kill Our Current Window fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode // Recreate Our OpenGL Window if (!CreateGLWindow("Brett Porter & NeHe's Model Rendering Tutorial",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } } } } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program}
Not sure what you mean, but it probably fails to load the texture because it can't find it, so you just have to make sure that the path is correct.
I think that the milkshape format uses absolute paths (i.e., "c:\MyDocs\MyTexture.bmp"). One way to make sure is to set a breakpoint in LoadGLTexture() and use the debugger to see what path is being passed to it.
You need to extract just the texture name and add the appropriate path. For example, if your textures are in "d:\My Textures", you have to turn the path to "d:\My Textures\MyTexture.bmp".
A while ago I wrote a function that extracts the file name from a path:
Feel free to use it.
I think that the milkshape format uses absolute paths (i.e., "c:\MyDocs\MyTexture.bmp"). One way to make sure is to set a breakpoint in LoadGLTexture() and use the debugger to see what path is being passed to it.
You need to extract just the texture name and add the appropriate path. For example, if your textures are in "d:\My Textures", you have to turn the path to "d:\My Textures\MyTexture.bmp".
A while ago I wrote a function that extracts the file name from a path:
inline std::string extractFileName(const std::string &path) { size_t count = path.length() - 2; // In case the last char is '\' or '/' std::string::size_type pos = path.find_last_of("\\/", count); if (pos == std::string::npos) return ""; return path.substr(pos + 1);}
Feel free to use it.
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I'm experiencing a similar problem involving texture loading with MilkShape. I'm using Dev-C++. I'm essentially using the exact code of lesson 31 right now. With the default model the textures work just fine. However, if I try substituting the filename of the model to my own model, it just comes up pure white. Interestingly, if I open my model in Milkshape, it shows the textures, but the default one does not. Help please!
-Numegil
-Numegil
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