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strange problom with the texture

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hi i'm trying to add texture and i dont know why but the QUAD is still blue and isnt changing... plz help me here is the code: /* * This Code Was Created By Jeff Molofee 2000 * A HUGE Thanks To Fredric Echols For Cleaning Up * And Optimizing This Code, Making It More Flexible! * If You've Found This Code Useful, Please Let Me Know. * Visit My Site At nehe.gamedev.net */ #include <windows.h> // Header File For Windows #include <stdio.h> #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 GLfloat yy; GLfloat xx; GLuint texture[1]; LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image { FILE *File=NULL; if (!Filename) // Make Sure A Filename Was Given { return NULL; // If Not Return NULL } File=fopen(Filename,"r"); 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; AUX_RGBImageRec *TextureImage[1]; memset(TextureImage,0,sizeof(void *)*1); // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit if (TextureImage[0]=LoadBMP("Data/aa.bmp")) { Status=TRUE; glGenTextures(1, &texture[0]); // Create The Texture // Typical Texture Generation Using Data From The Bitmap glBindTexture(GL_TEXTURE_2D, texture[0]); // Generate The Texture glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering } 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 } 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 ( NEW ) { return FALSE; // If Texture Didn't Load Return FALSE ( NEW ) } glEnable(GL_TEXTURE_2D); 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 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 Screen And Depth Buffer glLoadIdentity(); //glTranslatef(-1.5f,0.0f,-6.0f); glTranslatef(0.0f,0.0f,-10.0f); glRotatef(xx,0.0f,1.0f,0.0f); glBegin(GL_TRIANGLES); glColor3f(0.0f,2.0f,1.0f); glVertex3f(0.0f,1.0f,0.0f); glColor3f(1.0f,0.0f,0.0f); glVertex3f(1.0f,-1.0f,1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0,-1.0,1.0f); glColor3f(0.0f,2.0f,1.0f); glVertex3f(0.0f,1.0f,0.0f); glColor3f(1.0f,0.0f,0.0f); glVertex3f(-1.0f,-1.0f,1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0,-1.0,-1.0f); glColor3f(0.0f,2.0f,1.0f); glVertex3f(0.0f,1.0f,0.0f); glColor3f(1.0f,0.0f,0.0f); glVertex3f(1.0f,-1.0f,-1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(1.0,-1.0,1.0f); glColor3f(0.0f,2.0f,1.0f); glVertex3f(0.0f,1.0f,0.0f); glColor3f(1.0f,0.0f,0.0f); glVertex3f(1.0f,-1.0f,-1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0,-1.0,-1.0f); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glTranslatef(2.0f,0.0f,0.0f); glRotatef(yy,0.0f,1.0f,0.0f); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f,1.0f,0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f,1.0f,0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,-1.0f,0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f,-1.0f,0.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(1.0f,1.0f,1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0f,1.0f,1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0f,1.0f,0.0f); glColor3f(0.0f,2.0f,1.0f); glVertex3f(1.0f,1.0f,0.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(1.0f,1.0f,1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0f,1.0f,1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0f,-1.0f,1.0f); glColor3f(0.0f,2.0f,1.0f); glVertex3f(1.0f,-1.0f,1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(1.0f,-1.0f,1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0f,-1.0f,1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0f,-1.0f,0.0f); glColor3f(0.0f,2.0f,1.0f); glVertex3f(1.0f,-1.0f,0.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(1.0f,1.0f,1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(1.0f,1.0f,0.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(1.0f,-1.0f,0.0f); glColor3f(0.0f,2.0f,1.0f); glVertex3f(1.0f,-1.0f,1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0f,1.0f,1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0f,1.0f,0.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0f,-1.0f,0.0f); glColor3f(0.0f,2.0f,1.0f); glVertex3f(-1.0f,-1.0f,1.0f); glEnd(); xx+=1; yy+=1; // glBegin(GL_TRIANGLES); // Drawing Using Triangles // glVertex3f( 0.0f, 1.0f, 0.0f); // Top // glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left // glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right // 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,"ìäôòéì áîñê îìà?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO) { fullscreen=FALSE; // Windowed Mode } // Create Our OpenGL Window if (!CreateGLWindow("yoni first program",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) // Program Active? { if (keys[VK_ESCAPE]) // Was ESC Pressed? { done=TRUE; // ESC Signalled A Quit } else // Not Time To Quit, Update Screen { DrawGLScene(); // Draw The Scene 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("yoni's program",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } } } } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program } thx anyways

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/*
* This Code Was Created By Jeff Molofee 2000
* A HUGE Thanks To Fredric Echols For Cleaning Up
* And Optimizing This Code, Making It More Flexible!
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*/


#include <windows.h> // Header File For Windows
#include <stdio.h>
#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
GLfloat yy;
GLfloat xx;
GLuint texture[1];

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


AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL;

if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
}


File=fopen(Filename,"r");

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;

AUX_RGBImageRec *TextureImage[1];
memset(TextureImage,0,sizeof(void *)*1);
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if (TextureImage[0]=LoadBMP("Data/aa.bmp"))
{
Status=TRUE;

glGenTextures(1, &texture[0]); // Create The Texture

// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture[0]);
// Generate The Texture
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
}
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
}







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 ( NEW )
{
return FALSE; // If Texture Didn't Load Return FALSE ( NEW )
}

glEnable(GL_TEXTURE_2D);
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
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 Screen And Depth Buffer
glLoadIdentity();
//glTranslatef(-1.5f,0.0f,-6.0f);

glTranslatef(0.0f,0.0f,-10.0f);
glRotatef(xx,0.0f,1.0f,0.0f);


glBegin(GL_TRIANGLES);
glColor3f(0.0f,2.0f,1.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0,-1.0,1.0f);

glColor3f(0.0f,2.0f,1.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0,-1.0,-1.0f);

glColor3f(0.0f,2.0f,1.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0,-1.0,1.0f);

glColor3f(0.0f,2.0f,1.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0,-1.0,-1.0f);

glEnd();


glBindTexture(GL_TEXTURE_2D, texture[0]);



glTranslatef(2.0f,0.0f,0.0f);
glRotatef(yy,0.0f,1.0f,0.0f);






glBegin(GL_QUADS);

glTexCoord2f(0.0f, 0.0f);
glVertex3f(1.0f,1.0f,0.0f);

glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f,1.0f,0.0f);


glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f,0.0f);


glTexCoord2f(0.0f, 1.0f);
glVertex3f(1.0f,-1.0f,0.0f);

// !!PROBLEM MIGHT HAVE BEEN HERE!!

glEnd();

xx+=1;
yy+=1;

// glBegin(GL_TRIANGLES); // Drawing Using Triangles
// glVertex3f( 0.0f, 1.0f, 0.0f); // Top
// glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
// glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
// 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,"ìäôòéì áîñê îìà?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE; // Windowed Mode
}

// Create Our OpenGL Window
if (!CreateGLWindow("yoni first program",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) // Program Active?
{
if (keys[VK_ESCAPE]) // Was ESC Pressed?
{
done=TRUE; // ESC Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
DrawGLScene(); // Draw The Scene
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("yoni's program",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}

// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}



I have no idea whether it will work or not, just at first glance you seem to be drawing over the textured quad with some blue ones.

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umm i dont think you understand me...
i wanna put a texture n the QUAD
not a blue on it

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ok, i dont understand this if i put the bmp picture in a little lower then NeHe did it dont work and neither heigher why????

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You're saying you can't see your textured quad because it's obscured by a blue one, right? Look at this code:


glBegin(GL_QUADS);

// THIS IS YOUR TEXTURED QUAD

glTexCoord2f(0.0f, 0.0f);
glVertex3f(1.0f,1.0f,0.0f);

glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f,1.0f,0.0f);


glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f,0.0f);


glTexCoord2f(0.0f, 1.0f);
glVertex3f(1.0f,-1.0f,0.0f);

// THESE ARE SOME MORE QUADS THAT MAKE A BOX SHAPE

glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,1.0f,0.0f);
glColor3f(0.0f,2.0f,1.0f);
glVertex3f(1.0f,1.0f,0.0f);

glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glColor3f(0.0f,2.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);

glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f,0.0f);
glColor3f(0.0f,2.0f,1.0f);
glVertex3f(1.0f,-1.0f,0.0f);


glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,1.0f,0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,-1.0f,0.0f);
glColor3f(0.0f,2.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);

glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,1.0f,0.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,-1.0f,0.0f);
glColor3f(0.0f,2.0f,1.0f);
glVertex3f(-1.0f,-1.0f,1.0f);

glEnd();


Your textured quad is being obscured by a a bunch of untextured quads in the shape of a box. That's why all you see is a blue quad- it's the near face of the box, being drawn on top of the texture quad (the far face of the box.)

Remove the code that draws the untextured quads and you will see the textured quad. Or are you actually trying to texture the entire box?

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As The Rug says, it's not entirely clear what you're trying to do. Currently you are rendering a pyramid which is coloured and textured with the top right pixel of your texture, as well as a cuboid with one face which is coloured dark blue and textured with the whole of your texture and five faces which are shaded with three dark blue corners and one light blue one, textured with the top right pixel of your texture.

Remember that OpenGL is a state machine. Once you set a state it remains set until you specifically unset or change it. So once you've enabled texturing with glEnable(GL_TEXTURE_2D); it remains enabled and every subsequent object is textured until you call glDisable(GL_TEXTURE_2D);. Once you set a colour that colour applies to every subsequent vertex you specify until you change the colour. When you set a texture coordinate that texture coordinate applies to every subsequent vertex you specify until you change the texture coordinate.

If you want to draw a coloured pyramid and a blue cube with one face textured (and not blue) you should do the following:
int DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-10.0f);
glRotatef(xx,0.0f,1.0f,0.0f);
glBegin(GL_TRIANGLES);
glColor3f(0.0f,1.0f,1.0f); // changed from glColor3f(0.0f, 2.0f, 1.0f) since 2.0f means "200% of the maximum amount of green", which is obviously impossible. OpenGL would have clamped it to 1.0f anyway.
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0,-1.0,1.0f);

glColor3f(0.0f,1.0f,1.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0,-1.0,-1.0f);

glColor3f(0.0f,1.0f,1.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0,-1.0,1.0f);

glColor3f(0.0f,1.0f,1.0f);
glVertex3f(0.0f,1.0f,0.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0,-1.0,-1.0f);
glEnd();
glEnable(GL_TEXTURE_2D); // enable texturing
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTranslatef(2.0f,0.0f,0.0f);
glRotatef(yy,0.0f,1.0f,0.0f);
glColor3f(1.0f, 1.0f, 1.0f); // set the colour to white so that the texture is not tinted blue
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(1.0f,1.0f,0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f,1.0f,0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f,0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(1.0f,-1.0f,0.0f);
glEnd(); // we only want one quad textured, so we have to stop drawing quads so that we can disable the texture
glDisable(GL_TEXTURE_2D); // disable texturing
glBegin(GL_QUADS); // begin drawing the untextured quads
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,1.0f,1.0f);
glVertex3f(-1.0f,1.0f,1.0f); // redundant glColor3f calls removed
glVertex3f(-1.0f,1.0f,0.0f);
glColor3f(0.0f,1.0f,1.0f);
glVertex3f(1.0f,1.0f,0.0f);

glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,1.0f,1.0f);
glVertex3f(-1.0f,1.0f,1.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glColor3f(0.0f,1.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);

glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glVertex3f(-1.0f,-1.0f,0.0f);
glColor3f(0.0f,1.0f,1.0f);
glVertex3f(1.0f,-1.0f,0.0f);


glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f,1.0f,1.0f);
glVertex3f(1.0f,1.0f,0.0f);
glVertex3f(1.0f,-1.0f,0.0f);
glColor3f(0.0f,1.0f,1.0f);
glVertex3f(1.0f,-1.0f,1.0f);

glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f,1.0f,1.0f);
glVertex3f(-1.0f,1.0f,0.0f);
glVertex3f(-1.0f,-1.0f,0.0f);
glColor3f(0.0f,1.0f,1.0f);
glVertex3f(-1.0f,-1.0f,1.0f);
glEnd();

xx+=1;
yy+=1;

return TRUE;
}

You'll also want to remove the glEnable(GL_TEXTURE_2D); line from your InitGL function.

Finally, there are a couple of errors in the tutorial code that you would be best off correcting. When you upload the texture to OpenGL you should use a symbolic constant for the internal format, not the number of channels since the latter is deprecated. So your glTexImage2D call should look like:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
Also you should remove the memset call from LoadGLTextures since it is redundant and I believe potentially dangerous. I cannot find anything in the C specification which guarantees that sizeof(void *) == sizeof(struct *). If you are planning on adding additional textures to your code then you should retain the memset line but modify it to:
memset(memset(TextureImage,0,sizeof(AUX_RGBImageRec *)*1);
or, if using C++, replace it with:
std::fill(TextureImage, TextureImage + numberOfTextures, 0);

Enigma

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