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Obed Zorg

OpenGL texture with FreeImage

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Hi fellows I encounter some issues in the loading of texture here is the code I wrote You have to assume that the Load3Dmesh() and Draw3Dmesh() work perfectly When I lunch the program I have a untextured plane which not should be the case
int main(int argc, char *argv[])
{

    int l = 0;
    SDL_Init(SDL_INIT_VIDEO);
    if ( SDL_WasInit(SDL_INIT_VIDEO) == -1)
    {
        exit(1);
    }
    SDL_Surface *ecran = NULL;
    SDL_WM_SetCaption("Render", NULL);
    ecran = SDL_SetVideoMode(400,400,32,SDL_OPENGL);
    if ( ecran == NULL)
    {
        exit(1);
    }
    MeshData plane;
    plane.filename = "Plane.txt";
    plane.texfilename = "Uvtest.png";
    FreeImage_Initialise(TRUE);
    glMatrixMode(GL_PROJECTION);
	FREE_IMAGE_FORMAT fifmt = FreeImage_GetFileType(plane.texfilename, 0);
	FIBITMAP *dib = FreeImage_Load(fifmt, plane.texfilename,0);
    dib = FreeImage_ConvertTo32Bits(dib);
    glGenTextures( 1, &g_textureID );
	glBindTexture( GL_TEXTURE_2D, g_textureID );
	glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR );
    glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    BYTE *bits = malloc( FreeImage_GetWidth(dib) * FreeImage_GetHeight(dib) * 3 );
    BYTE *pixels = (BYTE*)FreeImage_GetBits(dib);
    //FreeImage store file in BGR format so we swap the bits to have a RGB format 
    int pix;
    		for(pix=0; pix<FreeImage_GetWidth(dib) * FreeImage_GetHeight(dib); pix++)
		{
			bits[pix*3+2]=pixels[pix*3+0];
			bits[pix*3+1]=pixels[pix*3+1];
			bits[pix*3+0]=pixels[pix*3+2];

		}
    glTexImage2D( GL_TEXTURE_2D, 0, 3, FreeImage_GetWidth(dib), FreeImage_GetHeight(dib), 0,GL_RGB, GL_UNSIGNED_BYTE,  bits);
    glBindTexture( GL_TEXTURE_2D, g_textureID );
    glLoadIdentity();
    glPushMatrix();
    gluPerspective(70, (float)400/400, 1, 1000);
    int count = 1;
    Load3Dmesh(&plane);
    SDL_Event event;
    while(count)
    {
        SDL_WaitEvent(&event);
        switch(event.type)
            {
                case SDL_QUIT : count = 0;break;
                case SDL_KEYDOWN :
                    switch(event.key.keysym.sym)
                    {
                        case SDLK_ESCAPE : count = 0;break;
                    };break;
            }

    DrawInit();
    glScaled(2,2,2);
    Draw3Dmesh(plane);
    SDL_GL_SwapBuffers();
    }
    SDL_Quit();
    FreeImage_DeInitialise();
    getchar();
    return 1;
}

What's wrong ? I thank people you will help me

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Quote:
You have to assume that the Load3Dmesh() and Draw3Dmesh() work perfectly


Are you sure? Do you enable texturing? Do you supply texture coordinates with glTexCoord*() or some other method? Have you compared your code with a working texturing sample (you can some here) and looked for differences?

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