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Kheteris

World in a text file

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Hi, I''m just playing with lesson 10, and I''m trying to combine it with lesson 23, where I can load multiple textures and I was wondernig if I could do commands, like the glBindTexture() command inside the Text file... I want to be able to load the walls to have different textures then the floors etc. etc. Shouldn''t be that hard, but I can''t just implement the code right inbetween the text doc...

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instead of doing commands in the text file, why don't you just load a list of textures? check how many there are on the list and you use a for loop to put the loaded textures into an array that fits every single texture !

[edited by - JazzD on January 22, 2004 3:29:02 PM]

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Guest Anonymous Poster
This is my World.txt, with a number (0,1,2) defining texture:
NUMPOLLIES 36

// Floor 1
1
-3.0 0.0 -3.0 0.0 6.0
-3.0 0.0 3.0 0.0 0.0
3.0 0.0 3.0 6.0 0.0
1
-3.0 0.0 -3.0 0.0 6.0
3.0 0.0 -3.0 6.0 6.0
3.0 0.0 3.0 6.0 0.0

// Ceiling 1
2
-3.0 1.0 -3.0 0.0 6.0
-3.0 1.0 3.0 0.0 0.0
3.0 1.0 3.0 6.0 0.0
2
-3.0 1.0 -3.0 0.0 6.0
3.0 1.0 -3.0 6.0 6.0
3.0 1.0 3.0 6.0 0.0

// A1
0
-2.0 1.0 -2.0 0.0 1.0
-2.0 0.0 -2.0 0.0 0.0
-0.5 0.0 -2.0 1.5 0.0
0
-2.0 1.0 -2.0 0.0 1.0
-0.5 1.0 -2.0 1.5 1.0
-0.5 0.0 -2.0 1.5 0.0

// A2
0
2.0 1.0 -2.0 2.0 1.0
2.0 0.0 -2.0 2.0 0.0
0.5 0.0 -2.0 0.5 0.0
0
2.0 1.0 -2.0 2.0 1.0
0.5 1.0 -2.0 0.5 1.0
0.5 0.0 -2.0 0.5 0.0

// B1
A N D SO ON

typedef struct tagTRIANGLE
{
VERTEX vertex[3];
int tex; //added tex identifier
} TRIANGLE;


void SetupWorld()
{
float x, y, z, u, v;
int numtriangles;
FILE *filein;
char oneline[255];
filein = fopen("data/world.txt", "rt"; // File To Load World Data From

readstr(filein,oneline);
sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);

sector1.triangle = new TRIANGLE[numtriangles];
sector1.numtriangles = numtriangles;
for (int loop = 0; loop < numtriangles; loop++)
{
readstr(filein,oneline);
sscanf(oneline,"%d", &sector1.triangle[loop].tex); //loading texture attribute

for (int vert = 0; vert < 3; vert++)
{

readstr(filein,oneline);

sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
sector1.triangle[loop].vertex[vert].x = x;
sector1.triangle[loop].vertex[vert].y = y;
sector1.triangle[loop].vertex[vert].z = z;
sector1.triangle[loop].vertex[vert].u = u;
sector1.triangle[loop].vertex[vert].v = v;
}
}
fclose(filein);
return;
}

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My basic world text files look like this:
// Vertices? Colors? Normals? Textures?

1 0 0 1
// If there are textures, how many?

3
// Begin reading texture filenames (the : is to specify where it starts

:grond.bmp
muur.bmp
dak.bmp

// How many triangles

14
// Triangles: Texture Number

0
// Vertex Texture Coordinate

-10 -10 0 0 0
10 -10 0 1 0
10 10 0 1 1

// And so on...

0
10 10 0 1 1
-10 10 0 0 1
-10 -10 0 0 0

1
-2 2 0 0 0
2 2 0 1 0
2 2 3 1 1

1
2 2 3 1 1
-2 2 3 0 1
-2 2 0 0 0

1
-2 -2 0 0 0
2 -2 0 1 0
2 -2 3 1 1
// And a lot more triangles

This is pretty handy for simply testing if a modelling/animation program works, easy to implement and easy to make.

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Hrmmm... maybe I miss worded my question, like what JazzD said, I should put the traingles into an array.

But, I should begin to completly understand the code.

I use the same code as the Anonymous poster (NeHe''s basecode from lesson 10).

From my understanding it does this:

1)Defines Floats which will be used to define the location of the triangles.

2)Opens and reads the text document which holds the list of textures.

3) sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles); <--- counts the number of triangles?

4) sector1.triangle = new TRIANGLE[numtriangles];
sector1.numtriangles = numtriangles; <--- makes the array which holds all of the coords for the triangles.

5)


for (int loop = 0; loop < numtriangles; loop++)
{
for (int vert = 0; vert < 3; vert++)
{
readstr(filein,oneline);
sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
sector1.triangle[loop].vertex[vert].x = x;
sector1.triangle[loop].vertex[vert].y = y;
sector1.triangle[loop].vertex[vert].z = z;
sector1.triangle[loop].vertex[vert].u = u;
sector1.triangle[loop].vertex[vert].v = v;
}
}

^ This goes through the text document assigning each triangle section to the array:: and displays it?

6) Closes the file

I guess my question is where do I do the glBindTexture() -ing?
Should I cut the loop in half so after it displays X amount of triangles I change the texture?

Need guidance

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Place the texture number before every triangle in your text file and, when you draw a triangle get the texture number (stored in an array, just like the vertices and texture coordinates) and bind the specified texture with glBindTexture (or you could first check if the specified texture isn''t binded already, this for speed reasons).

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Ive been playing with lesson 10

I am using multiple textures


int LoadGLTextures() // Load Bitmaps And Convert To Textures

{
int Status=FALSE; // Status Indicator

AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture

glGenTextures(array[0].txtcount, &texture[0]); // Create Textures


for (int loop=1; loop < 99; loop++)
{
switch (array[0].txtused[loop])
{
case 0 :
{
break;
}
case 1 : // 1= used

{
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL (clears memory)

if (TextureImage[0]=LoadBMP(array[loop].txtfilename))
{
Status=TRUE; // Set The Status To TRUE


// Create Nearest Filtered Texture

// glBindTexture(GL_TEXTURE_2D, texture[loop]);

// glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);

// glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);

// glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

// Create Linear Filtered Texture

// glBindTexture(GL_TEXTURE_2D, texture[loop]);

// 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, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);


// Create MipMapped Texture

glBindTexture(GL_TEXTURE_2D, texture[loop]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
}
}
}


if (TextureImage[0]) // If Texture Exists

{
if (TextureImage[0]->data) // If Texture Image Exists

{
free(TextureImage[0]->data); // Free The Texture Image Memory

}
free(TextureImage[0]); // Free The Image Structure

}
return Status; // Return The Status

}


array is somewhere to store the textures i use

In the DrawGLScene i added

graphics = sector1.triangle[loop_m].vertex[0].gfx; // select texture from world data

glBindTexture(GL_TEXTURE_2D, texture[graphics]); // this must be outside glBegin glEnd



In SetupWorld() i added


for (int vert = 0; vert < 3; vert++) // This loop builds a vector list

{
// readstr(filein,oneline); // read a line

sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v); // get vectors and store

sector1.triangle[loop].vertex[vert].x = x;
sector1.triangle[loop].vertex[vert].y = y;
sector1.triangle[loop].vertex[vert].z = z;
sector1.triangle[loop].vertex[vert].u = u;
sector1.triangle[loop].vertex[vert].v = v;
sector1.triangle[loop].vertex[vert].gfx = gfx; // This is the Texture



Not the easiest way but quick and simply when just playing around, i did this within a week of starting with opengl and its only 10 years since i did any C programming. I got that to work now playing with light which is proving to be abit of a pain (normals problem i think)

add these to give you simply movement in the Y axis

GLfloat y=0.0f; // y offset moves up and down


(this ones in the DrawScene()
GLfloat ytrans = y-walkbias-0.25f; // added y to give it up down




if (keys[''A''])
{
y-= 0.04f;
}

if (keys[''Z''])
{
y+= 0.04f;
}



just stick them in the right places
Hope this helps
Just going to climb into my flame proof suit tobe ready..

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Well, I haven't been able to do any programming lately cuz my school account was disabled :/ but I got it back like 20 minutes ago and started working on my project. I was able to do everything you said unfinished, no errors or nothing, it's just that when I try and run the program, it just stops responding... maybe I told it to do too much?

EDIT: Oh, and while I'm at it, the variable, graphic, is the variable for the number for the texture I want to load from the array, right?

[edited by - Kheteris on January 29, 2004 1:46:41 PM]

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Bumb

I''m 99% positive that I am not missing anything, no errors, no warnings etc etc, I added the m_gfx variable everwhere I saw m_x, m_y etc etc...

Why would it just stop responding? Am I telling it to do to much?

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Here it is:


#include <windows.h> // Header File For Windows

#include <math.h> // Math Library Header File

#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


HDC hDC=NULL; // Private GDI Device Context

HGLRC hRC=NULL; // Permanent Rendering Context

HWND hWnd=NULL; // Holds Our Window Handle

HINSTANCE hInstance; // Holds The Instance Of The Application


bool keys[256]; // Array Used For The Keyboard Routine

bool active=TRUE; // Window Active Flag Set To TRUE By Default

bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default

bool blend; // Blending ON/OFF

bool bp; // B Pressed?

bool fp; // F Pressed?


const float piover180 = 0.0174532925f;
float heading;
float xpos;
float zpos;

GLfloat yrot; // Y Rotation

GLfloat walkbias = 0;
GLfloat walkbiasangle = 0;
GLfloat lookupdown = 0.0f;
GLfloat z=0.0f; // Depth Into The Screen


GLuint filter; // Which Filter To Use

GLuint texture[6]; // Storage For 3 Textures


typedef struct tagVERTEX
{
float x, y, z;
float u, v, gfx;
} VERTEX;

typedef struct tagTRIANGLE
{
VERTEX vertex[3];
} TRIANGLE;

typedef struct tagSECTOR
{
int numtriangles;
TRIANGLE* triangle;
} SECTOR;

SECTOR sector1; // Our Model Goes Here:


LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc


void readstr(FILE *f,char *string)
{
do
{
fgets(string, 255, f);
} while ((string[0] == ''/'') || (string[0] == ''\n''));
return;
}

void SetupWorld()
{
float x, y, z, u, v, gfx;
int numtriangles;
FILE *filein;
char oneline[255];
filein = fopen("data/world.txt", "rt");

readstr(filein,oneline);
sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);

sector1.triangle = new TRIANGLE[numtriangles];
sector1.numtriangles = numtriangles;
for (int loop = 0; loop < numtriangles; loop++)
{
for (int vert = 0; vert < 3; vert++)
{
readstr(filein,oneline);
sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v, &gfx);
sector1.triangle[loop].vertex[vert].x = x;
sector1.triangle[loop].vertex[vert].y = y;
sector1.triangle[loop].vertex[vert].z = z;
sector1.triangle[loop].vertex[vert].u = u;
sector1.triangle[loop].vertex[vert].v = v;
sector1.triangle[loop].vertex[vert].gfx = gfx;
}
}
fclose(filein);
return;
}

AUX_RGBImageRec *LoadBMP(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

}

int LoadGLTextures() // Load Bitmaps And Convert To Textures

{
int Status=FALSE; // Status Indicator


AUX_RGBImageRec *TextureImage[2]; // Create Storage Space For The Texture


memset(TextureImage,0,sizeof(void *)*2); // Set The Pointer To NULL


// Load The Bitmap, Check For Errors, If Bitmap''s Not Found Quit

if ((TextureImage[0]=LoadBMP("Data/Crate.bmp")) &&
(TextureImage[1]=LoadBMP("Data/Mud.bmp")))
{
Status=TRUE; // Set The Status To TRUE


glGenTextures(6, &texture[0]); // Create Three Textures


for (int loop=0; loop<=1; loop++)
{
// Create Nearest Filtered Texture

glBindTexture(GL_TEXTURE_2D, texture[loop]); // Gen Tex 0 And 1

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY,
0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);

// Create Linear Filtered Texture

glBindTexture(GL_TEXTURE_2D, texture[loop+2]); // Gen Tex 2, 3 And 4

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, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY,
0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);

// Create MipMapped Texture

glBindTexture(GL_TEXTURE_2D, texture[loop+4]); // Gen Tex 4 and 5

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY,
GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);
}
for (loop=0; loop<=1; loop++)
{
if (TextureImage[loop]) // If Texture Exists

{
if (TextureImage[loop]->data) // If Texture Image Exists

{
free(TextureImage[loop]->data); // Free The Texture Image Memory

}
free(TextureImage[loop]); // Free The Image Structure

}
}
}

return Status; // 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,0.1f,100.0f);

glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix

glLoadIdentity(); // Reset The Modelview Matrix

}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here

{
if (!LoadGLTextures()) // Jump To Texture Loading Routine

{
return FALSE; // If Texture Didn''t Load Return FALSE

}

glEnable(GL_TEXTURE_2D); // Enable Texture Mapping

glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency

glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black

glClearDepth(1.0); // Enables Clearing Of The Depth Buffer

glDepthFunc(GL_LESS); // The Type Of Depth Test To Do

glEnable(GL_DEPTH_TEST); // Enables Depth Testing

glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading

glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations


SetupWorld();

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 View


GLfloat x_m, y_m, z_m, u_m, v_m, gfx_m;
GLfloat xtrans = -xpos;
GLfloat ztrans = -zpos;
GLfloat ytrans = -walkbias-0.25f;
GLfloat sceneroty = 360.0f - yrot;

int numtriangles;

glRotatef(lookupdown,1.0f,0,0);
glRotatef(sceneroty,0,1.0f,0);

glTranslatef(xtrans, ytrans, ztrans);

numtriangles = sector1.numtriangles;

// Process Each Triangle

for (int loop_m = 0; loop_m < numtriangles; loop_m++)
{
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
x_m = sector1.triangle[loop_m].vertex[0].x;
y_m = sector1.triangle[loop_m].vertex[0].y;
z_m = sector1.triangle[loop_m].vertex[0].z;
u_m = sector1.triangle[loop_m].vertex[0].u;
v_m = sector1.triangle[loop_m].vertex[0].v;
gfx_m = sector1.triangle[loop_m].vertex[0].gfx;
glTexCoord3f(u_m,v_m,gfx_m); glVertex3f(x_m,y_m,z_m);

x_m = sector1.triangle[loop_m].vertex[1].x;
y_m = sector1.triangle[loop_m].vertex[1].y;
z_m = sector1.triangle[loop_m].vertex[1].z;
u_m = sector1.triangle[loop_m].vertex[1].u;
v_m = sector1.triangle[loop_m].vertex[1].v;
gfx_m = sector1.triangle[loop_m].vertex[1].gfx;
glTexCoord3f(u_m,v_m,gfx_m); glVertex3f(x_m,y_m,z_m);

x_m = sector1.triangle[loop_m].vertex[2].x;
y_m = sector1.triangle[loop_m].vertex[2].y;
z_m = sector1.triangle[loop_m].vertex[2].z;
u_m = sector1.triangle[loop_m].vertex[2].u;
v_m = sector1.triangle[loop_m].vertex[2].v;
gfx_m = sector1.triangle[loop_m].vertex[2].gfx;
glTexCoord3f(u_m,v_m,gfx_m); glVertex3f(x_m,y_m,z_m);
glEnd();
glBindTexture(GL_TEXTURE_2D, texture[filter]);
}
return TRUE; // Everything Went OK

}



That should be it.

I think it may be related to the making of the array for the textures/storing them in it.

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%f means float (like, get a floating point value from the open file)

I think the variable numtriangles isn't read correctly (file error i think) and is negative. Try making int an unsigned int, this way you'll know for sure it won't loop over a 2 billion times.

[edited by - Tree Penguin on February 2, 2004 3:19:52 PM]

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Could you also post your data file please.

By the way - If you are using VisualC++ 7 please, please, please, please find the option in your compiler that switches on standards conformance in for loops. Otherwise, please don''t rely on the nonconformant behaviour:
for (int loop=0; loop<=1; loop++)
{
//stuff
}
for (loop=0; loop<=1; loop++)
{
//stuff
}

should be:
for (int loop=0; loop<=1; loop++)
{
//stuff
}
for (int loop=0; loop<=1; loop++)
{
//stuff
}

or
int loop;
for (loop=0; loop<=1; loop++)
{
//stuff
}
for (loop=0; loop<=1; loop++)
{
//stuff
}


The last two versions will work on any standards compliant compiler. The first version only works under VisualC++.

Enigma

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The problem was your data file. You had NUMPOLLIES 36 but only defined 23 triangles. So after reading the 23rd triangle the program would go back to read the next one and readstr would loop infintely beacuse there were no more valid lines to real.

Enigma

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Ok, thanks a lot guys! It works, sorta, special thanks to Enigma .

However.... the textures were being kind of iffy, when I ran the program, it displayed all of the textures weirdly and, some of them are pure white.

I think it was related to

graphics = sector1.triangle[loop_m].vertex[0].gfx;

So, I sort of fixed it I think, but now I get an error with my glBind - ing. Here''s my loops.

float graphics;
for (int loop_m = 0; loop_m < numtriangles; loop_m++)
{
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
x_m = sector1.triangle[loop_m].vertex[0].x;
y_m = sector1.triangle[loop_m].vertex[0].y;
z_m = sector1.triangle[loop_m].vertex[0].z;
u_m = sector1.triangle[loop_m].vertex[0].u;
v_m = sector1.triangle[loop_m].vertex[0].v;
gfx_m = sector1.triangle[loop_m].vertex[0].gfx;
graphics = sector1.triangle[loop_m].vertex[0].gfx;
glTexCoord3f(u_m,v_m,gfx_m); glVertex3f(x_m,y_m,z_m);

x_m = sector1.triangle[loop_m].vertex[1].x;
y_m = sector1.triangle[loop_m].vertex[1].y;
z_m = sector1.triangle[loop_m].vertex[1].z;
u_m = sector1.triangle[loop_m].vertex[1].u;
v_m = sector1.triangle[loop_m].vertex[1].v;
gfx_m = sector1.triangle[loop_m].vertex[1].gfx;
graphics = sector1.triangle[loop_m].vertex[1].gfx;
glTexCoord3f(u_m,v_m,gfx_m); glVertex3f(x_m,y_m,z_m);

x_m = sector1.triangle[loop_m].vertex[2].x;
y_m = sector1.triangle[loop_m].vertex[2].y;
z_m = sector1.triangle[loop_m].vertex[2].z;
u_m = sector1.triangle[loop_m].vertex[2].u;
v_m = sector1.triangle[loop_m].vertex[2].v;
gfx_m = sector1.triangle[loop_m].vertex[2].gfx;
graphics = sector1.triangle[loop_m].vertex[2].gfx;
glTexCoord3f(u_m,v_m,gfx_m); glVertex3f(x_m,y_m,z_m);
glEnd();
glBindTexture(GL_TEXTURE_2D, texture[graphics]); // this must be outside glBegin glEnd

}


Here''s my error:

Compiling...
lesson10.cpp
Z:\Project - Multiple Textures\lesson10.cpp(243) : error C2108: subscript is not of integral type
Z:\Project - Multiple Textures\lesson10.cpp(243) : error C2664: ''glBindTexture'' : cannot convert parameter 2 from ''unsigned int *'' to ''unsigned int''
This conversion requires a reinterpret_cast, a C-style cast or function-style cast
Error executing cl.exe.

^ Anyone know what that means? Heh, I sure dont''.

I believe my problem is with the graphics variable.

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The problem is that graphics is a floating point number, but array indices must be of integer type. Is graphics supposed to be the texture to draw with? If so then store it as an integer and read it from the file with %i (or %d) instead of %f. Also, why are you using glTexCoord3f? You''re only binding a 2D texture.

Enigma

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Woohoo! It works! Thanks a lot guys... here''s the code if anyone wants it


/*
* This Code Was Created By Lionel Brits & Jeff Molofee 2000
* A HUGE Thanks To Fredric Echols For Cleaning Up
* And Optimizing The Base Code, Making It More Flexible!
* If You''ve Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*
* Edited By Hans Eschen
* Redwood Highschool Feburary 2004
* Special Thanks To Everyone on NeHe Forum
* Super Special Thanks to Enigma
*/


#include <windows.h> // Header File For Windows

#include <math.h> // Math Library Header File

#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


HDC hDC=NULL; // Private GDI Device Context

HGLRC hRC=NULL; // Permanent Rendering Context

HWND hWnd=NULL; // Holds Our Window Handle

HINSTANCE hInstance; // Holds The Instance Of The Application


bool keys[256]; // Array Used For The Keyboard Routine

bool active=TRUE; // Window Active Flag Set To TRUE By Default

bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default

bool blend; // Blending ON/OFF

bool bp; // B Pressed?

bool fp; // F Pressed?


const float piover180 = 0.0174532925f;
float heading;
float xpos;
float zpos;

GLfloat yrot; // Y Rotation

GLfloat walkbias = 0;
GLfloat walkbiasangle = 0;
GLfloat lookupdown = 0.0f;
GLfloat z=0.0f; // Depth Into The Screen


GLuint filter; // Which Filter To Use

GLuint texture[6]; // Storage For 3 Textures


typedef struct tagVERTEX
{
float x, y, z;
float u, v, gfx;
} VERTEX;

typedef struct tagTRIANGLE
{
VERTEX vertex[3];
} TRIANGLE;

typedef struct tagSECTOR
{
int numtriangles;
TRIANGLE* triangle;
} SECTOR;

SECTOR sector1; // Our Model Goes Here:


LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc


void readstr(FILE *f,char *string)
{
do
{
fgets(string, 255, f);
} while ((string[0] == ''/'') || (string[0] == ''\n''));
return;
}

void SetupWorld()
{
float x, y, z, u, v, gfx;
int numtriangles;
FILE *filein;
char oneline[255];
filein = fopen("data/world.txt", "rt");

readstr(filein,oneline);
sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);

sector1.triangle = new TRIANGLE[numtriangles];
sector1.numtriangles = numtriangles;
for (int loop = 0; loop < numtriangles; loop++)
{
for (int vert = 0; vert < 3; vert++)
{
readstr(filein,oneline);
sscanf(oneline, "%f %f %f %f %f %f", &x, &y, &z, &u, &v, &gfx);
sector1.triangle[loop].vertex[vert].x = x;
sector1.triangle[loop].vertex[vert].y = y;
sector1.triangle[loop].vertex[vert].z = z;
sector1.triangle[loop].vertex[vert].u = u;
sector1.triangle[loop].vertex[vert].v = v;
sector1.triangle[loop].vertex[vert].gfx = gfx;
}
}
fclose(filein);
return;
}

AUX_RGBImageRec *LoadBMP(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

}

int LoadGLTextures() // Load Bitmaps And Convert To Textures

{
int Status=FALSE; // Status Indicator


AUX_RGBImageRec *TextureImage[2]; // Create Storage Space For The Texture


memset(TextureImage,0,sizeof(void *)*2); // Set The Pointer To NULL


// Load The Bitmap, Check For Errors, If Bitmap''s Not Found Quit

if ((TextureImage[0]=LoadBMP("Data/Crate.bmp")) &&
(TextureImage[1]=LoadBMP("Data/Mud.bmp")))
{
Status=TRUE; // Set The Status To TRUE


glGenTextures(6, &texture[0]); // Create Three Textures


for (int loop=0; loop<=1; loop++)
{
// Create Nearest Filtered Texture

glBindTexture(GL_TEXTURE_2D, texture[loop]); // Gen Tex 0 And 1

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY,
0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);

// Create Linear Filtered Texture

glBindTexture(GL_TEXTURE_2D, texture[loop+2]); // Gen Tex 2, 3 And 4

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, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY,
0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);

// Create MipMapped Texture

glBindTexture(GL_TEXTURE_2D, texture[loop+4]); // Gen Tex 4 and 5

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY,
GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);
}
for (loop=0; loop<=1; loop++)
{
if (TextureImage[loop]) // If Texture Exists

{
if (TextureImage[loop]->data) // If Texture Image Exists

{
free(TextureImage[loop]->data); // Free The Texture Image Memory

}
free(TextureImage[loop]); // Free The Image Structure

}
}
}

return Status; // 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,0.1f,100.0f);

glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix

glLoadIdentity(); // Reset The Modelview Matrix

}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here

{
if (!LoadGLTextures()) // Jump To Texture Loading Routine

{
return FALSE; // If Texture Didn''t Load Return FALSE

}

glEnable(GL_TEXTURE_2D); // Enable Texture Mapping

glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency

glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black

glClearDepth(1.0); // Enables Clearing Of The Depth Buffer

glDepthFunc(GL_LESS); // The Type Of Depth Test To Do

glEnable(GL_DEPTH_TEST); // Enables Depth Testing

glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading

glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations


SetupWorld();

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 View


GLfloat x_m, y_m, z_m, u_m, v_m, gfx_m;
GLfloat xtrans = -xpos;
GLfloat ztrans = -zpos;
GLfloat ytrans = -walkbias-0.25f;
GLfloat sceneroty = 360.0f - yrot;

int numtriangles;

glRotatef(lookupdown,1.0f,0,0);
glRotatef(sceneroty,0,1.0f,0);

glTranslatef(xtrans, ytrans, ztrans);

numtriangles = sector1.numtriangles;


int graphics;
for (int loop_m = 0; loop_m < numtriangles; loop_m++)
{
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
x_m = sector1.triangle[loop_m].vertex[0].x;
y_m = sector1.triangle[loop_m].vertex[0].y;
z_m = sector1.triangle[loop_m].vertex[0].z;
u_m = sector1.triangle[loop_m].vertex[0].u;
v_m = sector1.triangle[loop_m].vertex[0].v;
gfx_m = sector1.triangle[loop_m].vertex[0].gfx;
graphics = (int)sector1.triangle[loop_m].vertex[0].gfx;
glTexCoord3f(u_m,v_m,gfx_m); glVertex3f(x_m,y_m,z_m);

x_m = sector1.triangle[loop_m].vertex[1].x;
y_m = sector1.triangle[loop_m].vertex[1].y;
z_m = sector1.triangle[loop_m].vertex[1].z;
u_m = sector1.triangle[loop_m].vertex[1].u;
v_m = sector1.triangle[loop_m].vertex[1].v;
gfx_m = sector1.triangle[loop_m].vertex[1].gfx;
graphics = (int)sector1.triangle[loop_m].vertex[1].gfx;
glTexCoord3f(u_m,v_m,gfx_m); glVertex3f(x_m,y_m,z_m);

x_m = sector1.triangle[loop_m].vertex[2].x;
y_m = sector1.triangle[loop_m].vertex[2].y;
z_m = sector1.triangle[loop_m].vertex[2].z;
u_m = sector1.triangle[loop_m].vertex[2].u;
v_m = sector1.triangle[loop_m].vertex[2].v;
gfx_m = sector1.triangle[loop_m].vertex[2].gfx;
graphics = (int)sector1.triangle[loop_m].vertex[2].gfx;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
glEnd();
glBindTexture(GL_TEXTURE_2D, texture[graphics]); // this must be outside glBegin glEnd

}
return TRUE; // Everything Went OK

}

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


// 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("Lionel Brits & NeHe''s 3D World 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[''B''] && !bp)
{
bp=TRUE;
blend=!blend;
if (!blend)
{
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
else
{
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
}
}
if (!keys[''B''])
{
bp=FALSE;
}

if (keys[''F''] && !fp)
{
fp=TRUE;
filter+=1;
if (filter>2)
{
filter=0;
}
}
if (!keys[''F''])
{
fp=FALSE;
}

if (keys[VK_PRIOR])
{
z-=0.02f;
}

if (keys[VK_NEXT])
{
z+=0.02f;
}

if (keys[VK_UP])
{

xpos -= (float)sin(heading*piover180) * 0.05f;
zpos -= (float)cos(heading*piover180) * 0.05f;
if (walkbiasangle >= 359.0f)
{
walkbiasangle = 0.0f;
}
else
{
walkbiasangle+= 10;
}
walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
}

if (keys[VK_DOWN])
{
xpos += (float)sin(heading*piover180) * 0.05f;
zpos += (float)cos(heading*piover180) * 0.05f;
if (walkbiasangle <= 1.0f)
{
walkbiasangle = 359.0f;
}
else
{
walkbiasangle-= 10;
}
walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
}

if (keys[VK_RIGHT])
{
heading -= 1.0f;
yrot = heading;
}

if (keys[VK_LEFT])
{
heading += 1.0f;
yrot = heading;
}

if (keys[VK_PRIOR])
{
lookupdown-= 1.0f;
}

if (keys[VK_NEXT])
{
lookupdown+= 1.0f;
}

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("Lionel Brits & NeHe''s 3D World Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created

}
}
}
}
}

// Shutdown

KillGLWindow(); // Kill The Window

return (msg.wParam); // Exit The Program

}


In your text file, add a 0.0, 1.0, 2.0 etc etc according to which texture in your array you want to use.

<3

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how about changing it to use a seperate file for the texture name and numbers.

struct txtfile
{
int txtcount; // Number of textures being used
bool txtused[100]; // 1 = Texture used
char txtfilename[255]; // Directory + Filename
char txtdir[255]; // Just directory
};

txtfile array[20];

void CheckTextures()
{
ReadWorld();
char txtfilename[255]; // Texture file name

char textdir[255]; // Location of texture directory

char textdirectory[255];
int numtext=0;
int textnum=1; // Texture number (from world) temp store

int length=0;
int tstused=0;
FILE *filein;
char oneline[255];
filein = fopen("data/textures.txt", "rt"); // File To Load World Data From


filein = world;

readstr(filein,oneline); // Read first line into filein store

sscan(oneline, "[TEXTURES] %d\n", &numtext); // check for texture counter

readstr(filein,oneline); // Read first line into filein store

sscan(oneline, "[DIRECTORY] %s\n", &textdir); // check for texture directory location

length = strlen (textdir);
textdir[length] = 47;
textdir[length+1] = 0;
strcpy (array[0].txtdir, textdir); // Store Texture directory

strcpy (textdirectory, textdir); // Store Texture directory



for (int loop = 0; loop < numtext; loop++) // This loop builds a vector list

{
strcpy (textdir, textdirectory); // Restore Texture directory

readstr(filein,oneline); // Read first line into filein store

sscan(oneline, "%d%s\n", &textnum, &txtfilename); // check for texture number+Filename

strcat(textdir, txtfilename); // add Filename to directory

strcpy (array[textnum].txtfilename, textdir); // Store Texture directory + Filename


}
fclose(filein);
int zz = 0;

//

// Check to see what textures are being used

// Generates a bool list in array[0].txtused

// 1 = used, 0 = not used

//

filein = fopen("data/world.txt", "rt"); // File To Load World Data From


readstr(filein, oneline); // Grab poly count

sscanf(oneline, "[NUMPOLLIES] %d\n", &numtext); // store number of polys

numtext = numtext/2; // div by 2 (2 triangle = 1 texture)

for (loop=0; loop < numtext; loop++) // This loop builds a texture list

{
readstr(filein, oneline);
sscanf(oneline, "gfx %d\n", &tstused);
array[0].txtused[tstused] = 1; // Store Texture 1 = used

readstr(filein, oneline); // Normal 0.0 0.0 0.0

readstr(filein, oneline);
readstr(filein, oneline);
readstr(filein, oneline);
readstr(filein, oneline);
readstr(filein, oneline);
readstr(filein, oneline);
}
fclose(filein);

for (loop=1; loop < 20; loop++) // This loop builds a used texture count

{
switch (array[0].txtused[loop])
{
case 0 :
{
break;
}
case 1 : // 1= used

{
array[0].txtcount++; // increase counter

}
}
}
return;
}


File Format :


[TEXTURES] 07

[DIRECTORY] data/textures

01 granite.bmp
02 broof1.bmp
03 bstonwll1.bmp
04 bstonwll1pllrw2.bmp
05 bstonwll2.bmp
06 rock.bmp
07 volcanicgrey.bmp
08 darkrock.bmp
09 fire.bmp
10 sand.bmp


World data:

//

// X Y (on texture)

// U V

// A = 0.0 0.0

// B = 0.0 1.0

// C = 1.0 0.0

// D = 1.0 1.0

//


[NUMPOLLIES] 42

// Wall Back

gfx 03
// ABD DCA

-30.0 00.0 -12.0 0.0 0.0
-30.0 30.0 -12.0 0.0 12.0
30.0 30.0 -12.0 12.0 12.0
30.0 30.0 -12.0 12.0 12.0
30.0 00.0 -12.0 12.0 0.0
-30.0 00.0 -12.0 0.0 0.0

// Wall front

gfx 03
// ABD DCA

30.0 00.0 12.0 0.0 0.0
30.0 30.0 12.0 0.0 6.0
-30.0 30.0 12.0 6.0 6.0

-30.0 30.0 12.0 6.0 6.0
-30.0 00.0 12.0 6.0 0.0
30.0 00.0 12.0 0.0 0.0


Then again you can keep adding functions forever.


Boo!! I know all.

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