Automatic Texture-Coordinate Generation

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-1 comments, last by Wodzu 20 years, 7 months ago
Hi, i am begining my adventure with OpenGl. I''ve read a tutorial about texture mapping, but there is no tutorial how to map a texture on object with many vertex. For example a Sphere... How to automaticaly map texture on it? I know i should use GlTexGen(), but have problems with that... Here is a code how i load a texture and how i create a sphere... procedure LoadGLTextures; var texture1: PTAUX_RGBImageRec; begin // Load Texture texture1 := auxDIBImageLoadA(''C:\earth.bmp''); if (not Assigned(texture1)) then Halt(1); // Create Texture glGenTextures(1, texture[0]); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 3, texture1^.sizeX, texture1^.sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, texture1^.data); end; function InitGL:bool; // All Setup For OpenGL Goes Here var Kula: GLUquadricObj; begin LoadGLTextures(); // Load The Texture(s) glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading glClearColor(0.0, 0.0, 0.0, 0.0); glClearDepth(1.0); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LESS); // The Type Of Depth Test To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); ListaCial:= glGenLists(1); Kula:=gluNewQuadric(); gluQuadricDrawStyle(Kula, GLU_FILL); //* smooth shaded */ gluQuadricNormals(Kula, GLU_SMOOTH); glNewList(ListaCial, GL_COMPILE); gluSphere(Kula,1,75,20); glEndList(); initGL:=true; end; I will be very greatfull is someone tells me what should i add to my code to map texture on sphere. Regards, Wodzu
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