Jump to content
  • Advertisement
Sign in to follow this  
Azteroth

Texture Mapping problem

This topic is 4299 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

I have been using tao 2.0 opengl and I was doing the NeHe tutorials and I got to tutorial 6 but my cube just shows up white and I and trying to figure out where it not applying the texture the texture. was trying to do it on my own and convert it my self but then I ran into this problem and went back through the examples source and change my code here and there Thanks http://rafb.net/p/YE2wJF83.html

Share this post


Link to post
Share on other sites
Advertisement
Nevermind I got it


texName = new string[1];
texName[0] = "NeHe006.bmp";
texture = new int[1];

if (File.Exists(DataDirectory + GetTextureName()[0]))
{
FilePath = "";
}
// Status indicator
bool status = false;
Bitmap[] textureImage = new Bitmap[GetTextureName().Length];
// Create Storage Space for the texture
for (int i = 0; i < GetTextureName().Length; i++)
{
textureImage = new Bitmap(FilePath + DataDirectory + GetTextureName());
}
// Load the Bitmap
// CHeck for errors, if bitmap not found, quit
if (textureImage[0] != null)
{
status = true;
// Create the texture
Gl.glGenTextures(GetTexture().Length, GetTexture());

for (int i = 0; i < textureImage.Length; i++)
{
textureImage.RotateFlip(RotateFlipType.RotateNoneFlipY);
// Flip the bitmap along the Y axis
// rectangle for locking the bitmap in memory
Rectangle rectangle = new Rectangle(0, 0, textureImage.Width, textureImage.Height);
// Get the bitmap's pixel data from the locked bitmap
BitmapData bitmapData =
textureImage.LockBits(rectangle, ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
// Typical texture generation using data from the bitmap
Gl.glBindTexture(Gl.GL_TEXTURE_2D, GetTexture());
Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGB8, textureImage.Width, textureImage.Height, 0, Gl.GL_BGR, Gl.GL_UNSIGNED_BYTE, bitmapData.Scan0);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR);

if (textureImage != null)
{
// if texture exists
textureImage.UnlockBits(bitmapData);
// unlock the pixel data from memory
textureImage.Dispose();
// Dispose the bitmap
}
}
}
return status;


thanks anyway

Share this post


Link to post
Share on other sites
Hi. I have the same problem: my object is white, but is should be covered with a texture. How did you solve this ?

Share this post


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

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!