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# OpenGL OpenGL Tile Problem.

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Ok guys, I''m having a problem with Tiles in OGL. Clarifications: I''m using the Basic OpenGL app from Nehe to which I added the functions from the Tiling using OpenGL tutorial on this site. Here''s the problem. When I try to run the app, All I get is a 10x10 white square composed of 100 tiles 64 pixels wide x 64 pixels high. This might be confusing but I guess you get the drift. Here''s a bit of Code from my source file. I''ve been trying to debug this for about 1 week but I can''t seem to figure it out. Maybe you could clarify this up for me.
  int LoadGLTextures( GLvoid ) { AUX_RGBImageRec *TextureImage[ 2 ]; memset( TextureImage, 0, sizeof( void * ) * 1 ); TextureImage[ 0 ] = LoadBMP( "tile0.bmp" ); if ( TextureImage[ 0 ] == NULL ) { PostQuitMessage( 0 ); return( 0 ); } TextureImage[ 1 ] = LoadBMP( "tile1.bmp" ); if ( TextureImage[ 0 ] == NULL ) { PostQuitMessage( 0 ); return( 0 ); } glGenTextures( 2, &texture[ 0 ] ); // We are generating two textures glBindTexture( GL_TEXTURE_2D, texture[ 0 ] ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexImage2D( GL_TEXTURE_2D, 0, 3, TextureImage[ 0 ]->sizeX, TextureImage[ 0 ]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[ 0 ]->data ); glBindTexture( GL_TEXTURE_2D, texture[ 1 ] ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexImage2D( GL_TEXTURE_2D, 0, 3, TextureImage[ 1 ]->sizeX, TextureImage[ 1 ]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[ 1 ]->data ); for ( int t = 0; t < 2; t++ ) { if ( TextureImage[ t ] ) { if ( TextureImage[ t ]->data ) { free( TextureImage[ t ]->data ); } free( TextureImage[ t ] ); } } return( 1 ); } int DrawTiles( GLvoid ) { int tile; for ( int y = 0; y < MAP_SIZEY; y++ ) { for ( int x = 0; x < MAP_SIZEX; x++ ) { tile = map[ y ][ x ]; glBindTexture( GL_TEXTURE_2D, texture[ tile ] ); glBegin( GL_QUADS ); glTexCoord2f( 0.0f, 0.0f ); glVertex3f( float( x ), float( y ), 0.0f ); glTexCoord2f( 1.0f, 0.0f ); glVertex3f( float( x + 1 ), float( y ), 0.0f ); glTexCoord2f( 1.0f, 1.0f ); glVertex3f( float( x + 1 ), float( y + 1 ), 0.0f ); glTexCoord2f( 0.0f, 1.0f ); glVertex3f( float( x ), float( y + 1 ), 0.0f ); glEnd(); } } return ( 1 ); } 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? { // Close The Handle fclose( File ); // Load The Bitmap And Return A Pointer return( auxDIBImageLoad( Filename ) ); } return( NULL ); // If Load Failed Return NULL } // Here''s Where We Do All The Drawing int DrawGLScene( GLvoid ) { //glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // Clear Screen And Depth Buffer //glLoadIdentity(); // set the camera for the DrawTile function gluLookAt( 10.0f, 8.0f, 20.0f, 10.0f, 8.0f, 0.0f, 0.0f, 1.0f, 0.0f ); DrawTiles(); return( TRUE ); // Everything Went OK } 
Anyhow, hope someone can make some sense out of this code and maybe help me figure it out. Cyberdrek Headhunter Soft A division of DLC Multimedia

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Well, I''ve solved the problem. I had forgot to put glEnable( GL_TEXTURE_2D ); in my initGL function.

Cyberdrek
A division of DLC Multimedia

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