• Advertisement
Sign in to follow this  

A very simple texture issue

This topic is 4609 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi there. I have begun going through the NeHe tutorials along with some other code samples. My last achievement was understanding the texture mapping tutorial (lesson 6). Applying a texture to a cube doesn't seem like a problem. However, once I was able to compile the lesson properly, I started asking questions. For instance, what if I had 2 textures and applied them alternatively to the sides of the cube? Well, the code that I am currently using doesn't seem to function properly. I have tinkered around with it quite a bit and it seems that it only recalls the last texture I load. I will post two code snippets and perhaps someone will point out the silly mistake I am making. This is the code where I load the textures.
	char *files[NUM_TEXTURES] = {"data/wehe.bmp", "data/nehe.bmp"};

	AUX_RGBImageRec *texture[NUM_TEXTURES];		

	memset(texture, 0, sizeof(void *)*NUM_TEXTURES);	

	for (int i = 0; i < NUM_TEXTURES; i++) {
		texture = LoadBMP(files);
		if(!texture) return FALSE;
	}

	glGenTextures(NUM_TEXTURES, &g_texture[0]);
	for (int i = 0; i < NUM_TEXTURES; i++) {
		status = TRUE;

		glBindTexture(GL_TEXTURE_2D, g_texture);
		glTexImage2D(GL_TEXTURE_2D, 0, 3, texture->sizeX, texture->sizeY, 0, GL_RGB, 
			GL_UNSIGNED_BYTE, texture->data);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	}

	for (int i = 0; i < NUM_TEXTURES; i++) {
		if(texture) {
			if(texture->data) free(texture->data);
			free(texture);
		}
	}




This is the code where I draw the quad (in the scene rendering function).
	glBegin(GL_QUADS);
		// Front Face
		glBindTexture(GL_TEXTURE_2D, g_texture[0]);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);

		// Back Face
		glBindTexture(GL_TEXTURE_2D, g_texture[1]);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);

		// Top Face
		glBindTexture(GL_TEXTURE_2D, g_texture[0]);

            // and so on....



WeHe.bmp is simply the original texture with a white background. The result of this code is that in spite of alternating textures, only the last one loaded (in this case NeHe.bmp) is actually applied to all the faces. I am quite sure it's probably an insignificant oversight - I am a master of those. Thanks for your time in advance!

Share this post


Link to post
Share on other sites
Advertisement
ChemicalImbalance: One texture is effectively a clone of the other.

bpoint: That did the trick. Thanks a bunch!

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement