Advertisement

Lesson 31 Using a Milkshape Model

Started by April 23, 2008 07:08 AM
15 comments, last by numegil 16 years, 6 months ago
Model Class

/*	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;}
Rasmadrak I am very familiar with texture mapping however I though that information was stored in the milkshape model itself?
Advertisement
This is how my image looks in Milkshape. Its pure white on black using the code...

Boat
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.
Gage thanks! I added the following code:

	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:

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.
Advertisement
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

This topic is closed to new replies.

Advertisement