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prophete

mapping 2 different textures

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Guest Anonymous Poster
The same way you map 1 texture to 1 object... please explain what you are trying to do more clearly

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i have several objects drawn in my display function. i want to map a texture to the first quad i draw, and another texture to the second quad etc.
how do switch textures?

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When you want to change texture to use. For example, in the display function.

glBindTexture(GL_TEXTURE_2D, firstTexture);
glBegin(GL_TRIANGLES);
... vertices for first object goes here
glEnd();

glBindTexture(GL_TEXTURE_2D, secondTexture);
glBegin(GL_TRIANGLES);
... vertices for second object goes here
glEnd();

Or however you deraw your objects. Replace the glBegin/glEnd pairs with whatever you use to draw the objects.

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sorry.. here's the code


#include <iostream>
#include <GL/glut.h>
#include "READ_BMP.h"


float zoom = 15.0f;
float rotx = 0;
float roty = 0.001f;
float tx = 0;
float ty = 0;
int lastx=0;
int lasty=0;
unsigned char Buttons[3] = {0};
BYTE * grass;
BYTE * wood;
BYTE * sky;
int image_width, image_height, width, height;
float stool_width=1.1, stool_foot_height=0.6, stool_foot_width=0.2, stool_height = 2;
GLuint texGrass, texSky, texSnow, texWood;

//-------------------------------------------------------------------------------
/// Initialises the openGL scene
void Init()
{
glEnable(GL_DEPTH_TEST);
}

//-------------------------------------------------------------------------------
/// Draws the scene
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//used for transformation of scene
glLoadIdentity();
glTranslatef(0,0,-zoom);
glTranslatef(tx,ty,0);
glRotatef(rotx,1,0,0);
glRotatef(roty,0,1,0);

// draw plane
glBindTexture (GL_TEXTURE_2D, texGrass);
glBegin(GL_QUADS);
glTexCoord2f (0, 0);
glVertex3f(-10,0,-10);

glTexCoord2f (0, 1);
glVertex3f(-10,0,10);

glTexCoord2f (1, 1);
glVertex3f(10,0,10);

glTexCoord2f (1, 0);
glVertex3f(10,0,-10);
glEnd();

glBindTexture(GL_TEXTURE_2D, texWood);

glBegin(GL_QUADS); //stool foot 1
glVertex3f(0.5, 0, 0);

glVertex3f (0.5 + stool_foot_width, 0, 0);

glVertex3f (0.5 + stool_foot_width, 0 + stool_foot_height, 0);

glVertex3f (0.5, 0 + stool_foot_height, 0);
glEnd();


glBegin(GL_QUADS); //stool seat
glTexCoord2f (0, 0);
glVertex3f(0.5, stool_foot_height, 0);

glTexCoord2f (0, 1);
glVertex3f(0.5 + stool_width, stool_foot_height, 0);

glTexCoord2f (1, 1);
glVertex3f(0.5 + stool_width, stool_foot_height, stool_width);

glTexCoord2f (1, 0);
glVertex3f(0.5, stool_foot_height, stool_width);
glEnd();


glBegin(GL_QUADS); //stool foot 2
glTexCoord2f (0, 0);
glVertex3f (0.5 + stool_width, 0, 0);

glTexCoord2f (0, 1);
glVertex3f (0.5 + stool_width - stool_foot_width, 0, 0);

glTexCoord2f (1, 1);
glVertex3f (0.5 + stool_width - stool_foot_width, stool_foot_height, 0);

glTexCoord2f (1, 0);
glVertex3f (0.5 + stool_width, stool_foot_height, 0);
glEnd();


glBegin(GL_QUADS); //stool foot 3
glTexCoord2f (0, 0);
glVertex3f (0.5 + stool_width, 0, stool_width);

glTexCoord2f (0, 1);
glVertex3f (0.5 + stool_width - stool_foot_width, 0, stool_width);

glTexCoord2f (1, 1);
glVertex3f (0.5 + stool_width - stool_foot_width, stool_foot_height, stool_width);

glTexCoord2f (1, 0);
glVertex3f (0.5 + stool_width, stool_foot_height, stool_width);
glEnd();


glBegin(GL_QUADS); //stool foot 4
glTexCoord2f (0, 0);
glVertex3f(0.5, 0, stool_width);

glTexCoord2f (0, 1);
glVertex3f (0.5 + stool_foot_width, 0, stool_width);

glTexCoord2f (1, 1);
glVertex3f (0.5 + stool_foot_width, 0 + stool_foot_height, stool_width);

glTexCoord2f (1, 0);
glVertex3f (0.5, 0 + stool_foot_height, stool_width);
glEnd();


glBegin(GL_QUADS); //stool back
glTexCoord2f (0, 0);
glVertex3f (0.5, stool_height, 0);

glTexCoord2f (0, 1);
glVertex3f (0.5 + stool_width, stool_height, 0);

glTexCoord2f (1, 1);
glVertex3f (0.5 + stool_width, stool_foot_height, 0);

glTexCoord2f (1, 0);
glVertex3f (0.5, stool_foot_height, 0);
glEnd();





glFlush();
glutSwapBuffers();
}

//-------------------------------------------------------------------------------
/// Called when the screen gets resized
/// \param w - the new width
/// \param h - the new height
///
void reshape(int w, int h)
{
// prevent divide by 0 error when minimised
if(w==0)
h = 1;

glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45,(float)w/h,0.1,100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}


//-------------------------------------------------------------------------------
//
void Motion(int x,int y)
{
int diffx=x-lastx;
int diffy=y-lasty;
lastx=x;
lasty=y;

if( Buttons[0] && Buttons[1] )
{
zoom -= (float) 0.05f * diffx;
}
else
if( Buttons[0] )
{
rotx += (float) 0.5f * diffy;
roty += (float) 0.5f * diffx;
}
else
if( Buttons[1] )
{
tx += (float) 0.05f * diffx;
ty -= (float) 0.05f * diffy;
}
glutPostRedisplay();
}

//-------------------------------------------------------------------------------
//
void Mouse(int b,int s,int x,int y)
{
lastx=x;
lasty=y;
switch(b)
{
case GLUT_LEFT_BUTTON:
Buttons[0] = ((GLUT_DOWN==s)?1:0);
break;
case GLUT_MIDDLE_BUTTON:
Buttons[1] = ((GLUT_DOWN==s)?1:0);
break;
case GLUT_RIGHT_BUTTON:
Buttons[2] = ((GLUT_DOWN==s)?1:0);
break;
default:
break;
}
glutPostRedisplay();
}

/*void tex (BYTE * texture, char* pic)
{

BMP_Read(pic, &texture, image_width, image_height);

width = image_width;
height = image_height;

while (width > 1)
width = width/2;
while (height > 1)
height = height/2;
if (height!=1 || width != 1)
gluScaleImage ( GL_TEXTURE_2D, image_width, image_height, GL_UNSIGNED_BYTE, &wood, image_width, image_height, GL_UNSIGNED_BYTE, &wood);

glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB,image_width, image_height, 0, GL_RGB, GL_UNSIGNED_BYTE, texture);
;
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, image_width, image_height, GL_RGB, GL_UNSIGNED_BYTE, texture);

glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

glEnable(GL_TEXTURE_2D);



}*/


//-------------------------------------------------------------------------------
///
void main(int argc,char** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH);
glutInitWindowSize(640,480);
glutInitWindowPosition(100,100);
glutCreateWindow("3D Scene");

Init();

glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(Mouse);
glutMotionFunc(Motion);


BMP_Read("pics/Grass1.bmp", &grass, image_width, image_height);

width = image_width;
height = image_height;

while (width > 1)
width = width/2;
while (height > 1)
height = height/2;
if (height!=1 || width != 1)
gluScaleImage ( GL_TEXTURE_2D, image_width, image_height, GL_UNSIGNED_BYTE, &grass, image_width, image_height, GL_UNSIGNED_BYTE, &grass);

glBindTexture (GL_TEXTURE_2D, texGrass);

glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB,image_width, image_height, 0, GL_RGB, GL_UNSIGNED_BYTE, grass);


gluBuild2DMipmaps(GL_TEXTURE_2D, 4, image_width, image_height, GL_RGB, GL_UNSIGNED_BYTE, grass);

glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

// tex(sky, "pics/Sky.bmp");


BMP_Read("pics/wood.bmp", &wood, image_width, image_height);

width = image_width;
height = image_height;

while (width > 1)
width = width/2;
while (height > 1)
height = height/2;
if (height!=1 || width != 1)
gluScaleImage ( GL_TEXTURE_2D, image_width, image_height, GL_UNSIGNED_BYTE, &wood, image_width, image_height, GL_UNSIGNED_BYTE, &wood);

glBindTexture (GL_TEXTURE_2D, texWood);
glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB,image_width, image_height, 0, GL_RGB, GL_UNSIGNED_BYTE, wood);


gluBuild2DMipmaps(GL_TEXTURE_2D, 4, image_width, image_height, GL_RGB, GL_UNSIGNED_BYTE, wood);

glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

glEnable(GL_TEXTURE_2D);



glutMainLoop();
}



[Edited by - prophete on September 8, 2006 12:57:20 PM]

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Don't just dump code in a post like that. Formatting is screwed up among other things. Edit your code and put the code inside the source-tags. See the FAQ on how to make them. I will look at the code once you edited your post and posted the code inside those tags.

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