I was unable to find it on the web, so I've made my one.

OpenGL does not generate cylindrical mapping automatically;

you can create spherical mapping with

[source lang="cpp"]glTexGend(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);[/source]

but not cylindrical, so we must do it by hand, coupling each vertex with corrisponding texture coordinate, using

[source lang="cpp"]glTexCoord2d(s, t); glVertex3d( x, y, z );[/source]

First think about parametrical rappresentation of a cylinder:

cylinder(u, v):

x = r * cos(u * 2*pi)

y = r * sin(u * 2*pi)

z = v

in our case u and v are the texture coordinates

u=s

v=t

so the idea is to iterate on texture coordinates, and generating corresponding vertices.

Suppose we want the cylinder to have 360 side faces; then we select 360 point in the texture (u coordinate) and calculate corresponding (x,y,z) vertex coordinate.

Coordinate v will be only 0.0 or 1.0;

In our reference system, Y is the height, so we modify formulas:

cylinder(u, v):

x = r * cos(u * 2*pi)

z = r * sin(u * 2*pi)

y = v

We use a GL_QUAD_STRIP fot the cylinder side.

Here we generate a cylinder with the height parallel at Y axis.

/* radius */ double r=5.0; double height=4.0; /* number of side faces */ int faces=360; /* Choose neutral color (white)*/ glColor3d(1,1,1); /* Enable 2D Texture*/ glEnable(GL_TEXTURE_2D); /* set current working texture */ glBindTexture(GL_TEXTURE_2D, texture[0]); /* Disabling these is not necessary in this example, * BUT if you have previously enabled GL_TEXTURE_GEN_ * for other textures,then you need these lines */ glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glBegin(GL_QUAD_STRIP); double x, y, z; y=height; for (int i =0; i <= faces; i++) { double u = i/ (double) faces; x = r*cos(2*M_PI*u); z = r*sin(2*M_PI*u); /* Bottom vertex*/ glTexCoord2d(u, 1.0); glVertex3d( x, 0, z ); /* Top vertex*/ glTexCoord2d(u, 0.0); glVertex3d( x, y, z ); } glEnd();

[unverified]

Issue:

I have loaded images with SDL, but if you loaded the image with OpenGL probably you will have to modify code in this way:

glTexCoord2d(u, 0.0); glVertex3d( x, 0, z ); /* Top vertex*/ glTexCoord2d(u, 1.0); glVertex3d( x, y, z ); } glEnd();

Attachment is a working code using OpenGL, glut, and SDL.

The attached code alse let you rotate the view with mouse to verify the result.

I really hope my hours spent to create this example will be usefull to someone.

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**Update 21 August 2012**

**- Face Orientation**

The code above will create cylinder with faces where the front is toward the center of cylinder (this because the OpenGL default is glFrontFace(CCW)= faces have front orientation where its vertex are declared in counterclockwise order ). Keep an eye on this especially if you are using back face culling

glEnable(GL_CULL_FACE); glCullFace(GL_BACK);

If you want your cylinder to have front face towards the extern, just reorder the vertexes declaration in this way:

glBegin(GL_QUAD_STRIP); double x, y, z; y=height; for (int i =0; i <= faces; i++) { double u = i/ (double) faces; x = r*cos(2*M_PI*u); z = r*sin(2*M_PI*u); /* Top vertex*/ glTexCoord2d(u, 0.0); glVertex3d( x, y, z ); /* Bottom vertex*/ glTexCoord2d(u, 1.0); glVertex3d( x, 0, z ); }

or, instead of doing thath, you can put glFrontFace(GL_CW); before glBegin

glFrontFace(GL_CW); glBegin(GL_QUAD_STRIP); double x, y, z; y=height; for (int i =0; i <= faces; i++) { double u = i/ (double) faces; x = r*cos(2*M_PI*u); z = r*sin(2*M_PI*u); /* Bottom vertex*/ glTexCoord2d(u, 1.0); glVertex3d( x, 0, z ); /* Top vertex*/ glTexCoord2d(u, 0.0); glVertex3d( x, y, z ); }this second method have an issue: from now every polygon you will draw will have front face if vertex are declared CounterClockWise, which is not OpenGL default.