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Lesson 10: Texturing issue


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#1 eDuDe   Members   -  Reputation: 122

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Posted 09 April 2012 - 11:39 PM

I have a modified (just using classes and a different variable naming scheme) version of Lesson 10 working, but I get this weird texturing issue and the only thing I can think of is it is related to loading in textures using SOIL. I even went as far as modifying the sample code to use SOIL, and I get the same result:

http://imgur.com/24gGJ

Here is my texture loading code, which seemed to work for previous lessons (I've been doing them sequently), debug code stripped out:

texture[0] = SOIL_load_OGL_texture( "Assets/2D/Mud.bmp",
			SOIL_LOAD_AUTO,
			SOIL_CREATE_NEW_ID,
			SOIL_FLAG_INVERT_Y );

texture[1] = SOIL_load_OGL_texture( "Assets/2D/Mud.bmp",
			SOIL_LOAD_AUTO,
			SOIL_CREATE_NEW_ID,
			SOIL_FLAG_INVERT_Y );

texture[2] = SOIL_load_OGL_texture( "Assets/2D/Mud.bmp",
		   SOIL_LOAD_AUTO,
		   SOIL_CREATE_NEW_ID,
		   SOIL_FLAG_INVERT_Y | SOIL_FLAG_MIPMAPS );

	glBindTexture(GL_TEXTURE_2D, texture[0]);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);

	glBindTexture(GL_TEXTURE_2D, texture[1]);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);

	glBindTexture(GL_TEXTURE_2D, texture[2]);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
.


Any idea what is up?

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#2 i_luv_cplusplus   Members   -  Reputation: 250

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Posted 11 April 2012 - 02:28 AM

This looks like UV coordinates problem. Are you sure you are setting UV coordinates (glTexCoord2f) for every vertex?
OpenGL fanboy.

#3 eDuDe   Members   -  Reputation: 122

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Posted 14 April 2012 - 08:19 PM

I'm loading it all from the world file given in the sample:
float x, y, z, u, v;
int tris;
char textline[255];
FILE *filein = fopen( "Assets/Worlds/World.txt", "rt");
ReadStr( filein, textline );
sscanf( textline, "NUMPOLLIES %d\n", &tris);
sector1.numTriangles = tris;
sector1.triangles = new triangle[sector1.numTriangles];
for ( int triangles = 0 ; triangles < sector1.numTriangles ; triangles++ )
{
  for ( int vert = 0 ; vert < 3 ; vert++ )
  {
   ReadStr(filein, textline);
   sscanf(textline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
   sector1.triangles[triangles].vertices[vert].x = x ;
   sector1.triangles[triangles].vertices[vert].y = y ;
   sector1.triangles[triangles].vertices[vert].z = z ;
   sector1.triangles[triangles].vertices[vert].u = u ;
   sector1.triangles[triangles].vertices[vert].v = v ;
  }
}
fclose(filein);

It looked fine when stepping through the code, and I pretty much copy/pasted the tutorial project into mine with the modified texture loading and got the same result which is why I believe it has something to do with misusing SOIL.




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