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OpenGL Textures

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Hey, I am pretty new to OpenGL, but not Graphics Programming in general. Anyway, I have been making my way to OpenGL from SDL. I have been following some tutorials on OpenGL and I have been doing great I think. Anyway, I have gotten to the texture mapping tutorial. Well, the problem is my texture will not show up. I can not figure out what is wrong. It should display an error message if it can not load up the texture. It never does, so I am not sure. Here is my code. It uses GLut also.
#include <iostream>
//include glut
#include <gl/glut.h>
#include <il\il.h>
#include <il\ilu.h>	
#include <il\ilut.h>

//render function
void RenderScene();
//resize function
void Resize(int w, int h);
//init function
void Init();
//get normal keys function
void GetNormalKeys(unsigned char key, int x, int y);
//get the special keys now
void GetSpecialKeys(int key, int x, int y);
//load up the textures
int LoadGLTextures();

//Create enough storage space for one texture
GLuint texture[1];	

void main(int argc, char **argv) 
{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
	glutInitWindowPosition(100,100);
	glutInitWindowSize(320,320);
	glutCreateWindow("GLut");
	glutDisplayFunc(RenderScene);
	glutReshapeFunc(Resize);
	glutIdleFunc(RenderScene);
	glutKeyboardFunc(GetNormalKeys);
	glutSpecialFunc(GetSpecialKeys);
	glutMainLoop();
}

void RenderScene()
{
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();
	glTranslatef(-1.f, 0.0f, -6.0f);
	glBindTexture(GL_TEXTURE_2D, texture[0]);
	
	glBegin(GL_QUADS);
		// Front Face
		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
		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
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
		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);
		// Bottom Face
		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);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
		// Right face
		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);
		// Left Face
		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);
	glEnd();
	glutSwapBuffers();
}

void Resize(int w, int h)
{
	// Prevent a divide by zero, when window is too short
	// (you cant make a window of zero width).
	if(h == 0)
		h = 1;

	float ratio = 1.0* w / h;

	// Reset the coordinate system before modifying
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	
	// Set the viewport to be the entire window
	glViewport(0, 0, w, h);

	// Set the correct perspective.
	gluPerspective(45,ratio,1,1000);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, -1.0, 0.0f, 1.0f, 0.0f);
}


void Init()
{
	//enable depth testing
	glEnable(GL_DEPTH_TEST);
	//smooth for the shade model
	glShadeModel(GL_SMOOTH);
	//clear background
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
	glClearDepth(1.0f);	
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);	
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
	if(!LoadGLTextures())
	{
		std::cout<<"could not load the textures"<<std::endl;
	}
	glEnable(GL_TEXTURE_2D);
}


void GetNormalKeys(unsigned char key, int x, int y)
{
	if(key==27)
	{
		exit(0);
	}
}

void GetSpecialKeys(int key, int x, int y)
{
	switch(key)
	{
	case GLUT_KEY_F1: glutFullScreen(); break;
	}
}

int LoadGLTextures()
{
	ILuint ImgId;										// The Image Name

	ilGenImages(1, &ImgId);								// Generate Image Name
	ilBindImage(ImgId);									// Bind Image Name to Be Current
	if (!ilLoadImage((ILstring)"texture.bmp")) {				// Load the Bitmap and Check for Errors
		ilDeleteImages(1, &ImgId);						// If Could Not Load, Delete Image
		return FALSE;									//  and Return False
	}

	texture[0] = ilutGLBindTexImage();					// Send the Image to OpenGL
	ilDeleteImages(1, &ImgId);							// Delete the Image Name, As GL Has a Copy
	
	return true;	
}

So, can someone please help me figure this out? Thanks to all who help! Chad.

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Are you sure that your texture is power of 2 (64, 128, 256)?

And if it is that you are saving it as rgb, a couple days ago I couldn't get my height map to load, I found out I was saving it as greyscale :b

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yes, it is a power of 2. The image size is 128X128. I will check on how I am saving it. I did have to save something as a grayscale the other day, although I don't think I am now. Let me open photoshop up and check.


Yep, saving it as a RGB. I also just converted it to a jpeg, to see if that worked and it didn't. Still didn't show up.


Anyone else? This is making no since to me.

Thanks to all who help!!


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Two things try using this


glFrontFace(GL_CCW);

//or
glFrontFace(GL_CW);

//and try this

gluLookAt(0.0, 0.0, -10.0, 0.0, 0.0, 0.0, 0.0f, 1.0f, 0.0f);





Off the top of my head I am betting its the gluLookAt() try that first. But I am assuming you left the default winding order to CCW so try CW your order for your vertices maybe backwards...

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I tried everything you said, and still nothing. I am beginning to think that my error checking is wrong, and it's not loading it up period. Ever since I posted my source, I have even added DevIL error checking and still no errors have been outputted.

While I still look at some things, can someone maybe compile my source, to see if it is the source or if I am just being stupid with the texture? Any help is appreciated!


Thanks,
Chad!

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First of all, sorry for the double post. I have done more thinking on this, and reading more and more things, and I have finally gotten it closer now. First of all...now the application gets a runtime error. Yes, I said I was closer. I am closer because the application breaks at the ilLoadImage function. When it breaks, I get this as the run time error (not sure if it's runtime or not, but it does it at runtime, so yeah...):


First-chance exception at 0x00000000 in OpenGL.exe: 0xC0000005: Access violation reading location 0x00000000.
Unhandled exception at 0x00000000 in OpenGL.exe: 0xC0000005: Access violation reading location 0x00000000.



It is giving me that, and it is breaking in this function:


void LoadGLTexture()
{
ILuint ImgId; // The Image Name

ilGenImages(1, &ImgId); // Generate Image Name
ilBindImage(ImgId); // Bind Image Name to Be Current
ilLoadImage("texture.jpg");
std::cout<<Error<<std::endl;
texture= ilutGLBindTexImage(); // Send the Image to OpenGL
ilDeleteImages(1, &ImgId); // Delete the Image Name, As GL Has a Copy
}




Anyone see anything wrong?

Here is my new code. I have changed some stuff from the first one. So, here is the new code:


#include <iostream>
//include glut
#include <gl/glut.h>
#include <il\il.h>
#include <il\ilu.h>
#include <il\ilut.h>

//render function
void RenderScene();
//resize function
void Resize(int w, int h);
//init function
void Init();
//get normal keys function
void GetNormalKeys(unsigned char key, int x, int y);
//get the special keys now
void GetSpecialKeys(int key, int x, int y);
//load up the textures
void LoadGLTexture();

//Create enough storage space for one texture
GLuint texture;

ILenum Error;

//rotation variables
float xR=.12;
float yR=.12;
float zR=.12;

void main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
Init();
glutInitWindowPosition(100,100);
glutInitWindowSize(320,320);
glutCreateWindow("GLut");
glutDisplayFunc(RenderScene);
glutReshapeFunc(Resize);
glutIdleFunc(RenderScene);
glutKeyboardFunc(GetNormalKeys);
glutSpecialFunc(GetSpecialKeys);
glutMainLoop();
}

void RenderScene()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(0.0, 0.0, -10.0, 0.0, 0.0, 0.0, 0.0f, 1.0f, 0.0f);
glFrontFace(GL_CW);
glRotatef(xR,1.0f,0.0f,0.0f);
glRotatef(yR,0.0f,1.0f,0.0f);
glRotatef(zR,0.0f,0.0f,1.0f);
glBindTexture(GL_TEXTURE_2D, texture);

glBegin(GL_QUADS);
// Front Face
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
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
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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);
// Bottom Face
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);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
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);
// Left Face
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);
glEnd();
xR+=0.1f;
yR+=0.1f;
zR+=0.1f;
glutSwapBuffers();
}

void Resize(int w, int h)
{
// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if(h == 0)
h = 1;

float ratio = 1.0* w / h;

// Reset the coordinate system before modifying
glMatrixMode(GL_PROJECTION);
glLoadIdentity();

// Set the viewport to be the entire window
glViewport(0, 0, w, h);

// Set the correct perspective.
gluPerspective(45,ratio,1,1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, -1.0, 0.0f, 1.0f, 0.0f);
}


void Init()
{
glEnable(GL_TEXTURE_2D);
ilutRenderer(ILUT_OPENGL);
Error = ilGetError();
LoadGLTexture();
//enable depth testing
glEnable(GL_DEPTH_TEST);
//smooth for the shade model
glShadeModel(GL_SMOOTH);
//clear background
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}


void GetNormalKeys(unsigned char key, int x, int y)
{
if(key==27)
{
exit(0);
}
}

void GetSpecialKeys(int key, int x, int y)
{
switch(key)
{
case GLUT_KEY_F1: glutFullScreen(); break;
}
}

void LoadGLTexture()
{
ILuint ImgId; // The Image Name

ilGenImages(1, &ImgId); // Generate Image Name
ilBindImage(ImgId); // Bind Image Name to Be Current
ilLoadImage("texture.jpg");
std::cout<<Error<<std::endl;
texture= ilutGLBindTexImage(); // Send the Image to OpenGL
ilDeleteImages(1, &ImgId); // Delete the Image Name, As GL Has a Copy
}




Anyone have any ideas? This is really confusing me.

Thanks to all who help!

Chad.

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You have a null pointer somewhere. See the error message.

You should find the exact line with a debugger.

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