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Lesson 31 - Milkshape

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Hi, I am having problems with NeHes lesson 31 code. I can import a model no problem but NOT the textures. I can open the models up in a viewer and the textures appear ok so I assume the problem is with my code. Any Ideas? P.S. Apologies for double posting but the forums wont let me reply to my original thread. Here is the code I am using: Main Class
#include <windows.h>												

// Header File For Windows
#include <stdio.h>													

// Header File For Standard Input/Output
#include <gl\gl.h>													

// Header File For The OpenGL32 Library
#include <gl\glu.h>													

// Header File For The GLu32 Library
#include <gl\glaux.h>												// 

Header File For The Glaux Library

#include "MilkshapeModel.h"											// 

Header File For Milkshape File

#pragma comment( lib, "opengl32.lib" )								// Search For 

OpenGL32.lib While Linking ( NEW )
#pragma comment( lib, "glu32.lib" )									// Search 

For GLu32.lib While Linking    ( NEW )
#pragma comment( lib, "glaux.lib" )									// Search 

For GLaux.lib While Linking    ( NEW )

HDC			hDC=NULL;											

	// Private GDI Device Context
HGLRC		hRC=NULL;												

// Permanent Rendering Context
HWND		hWnd=NULL;												

// Holds Our Window Handle
HINSTANCE	hInstance;												

// Holds The Instance Of The Application

Model *Aircraft = NULL;
Model *AircraftCarrier = NULL;

bool	keys[256];													

// Array Used For The Keyboard Routine
bool	active=TRUE;												// 

Window Active Flag Set To TRUE By Default
bool	fullscreen=TRUE;											// 

Fullscreen Flag Set To Fullscreen Mode By Default

GLfloat		aircraftx=-15;
GLfloat		aircrafty=3;
GLfloat		aircraftz=40;
GLfloat		aircraftheading=0;

GLfloat		aircraftcarrierx=0;
GLfloat		aircraftcarriery=0;
GLfloat		aircraftcarrierz=0;
GLfloat		aircraftcarrierheading=0;

GLfloat LightAmbient[]=		{ 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[]=		{ 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightSpecular[]=	{ 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightPosition[]=	{ 0.0f, 0.0f, 0.0f, 1.0f };

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);				// Declaration For WndProc

AUX_RGBImageRec *LoadBMP(const 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?
	{
		fclose(File);												

// Close The Handle
		return auxDIBImageLoad(Filename);							// Load The 

Bitmap And Return A Pointer
	}

	return NULL;													

// If Load Failed Return NULL
}

GLuint LoadGLTexture( const char *filename )						// Load Bitmaps And Convert 

To Textures
{
	AUX_RGBImageRec *pImage;										// 

Create Storage Space For The Texture
	GLuint texture = 0;												

// Texture ID

	pImage = LoadBMP( filename );									// Loads 

The Bitmap Specified By filename

	// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
	if ( pImage != NULL && pImage->data != NULL )					// If Texture Image Exists
	{
		glGenTextures(1, &texture);									// 

Create The Texture

		// Typical Texture Generation Using Data From The Bitmap
		glBindTexture(GL_TEXTURE_2D, texture);
		glTexImage2D(GL_TEXTURE_2D, 0, 3, pImage->sizeX, pImage->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, 

pImage->data);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

		free(pImage->data);											

// Free The Texture Image Memory
		free(pImage);												

// Free The Image Structure
	}

	return texture;													

// Return The Status
}

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)					// Resize And Initialize 

The GL Window
{
	if (height==0)													

// Prevent A Divide By Zero By
	{
		height=1;												

	// Making Height Equal One
	}

	glViewport(0,0,width,height);									// Reset 

The Current Viewport

	glMatrixMode(GL_PROJECTION);									// Select 

The Projection Matrix
	glLoadIdentity();												

// Reset The Projection Matrix

	// Calculate The Aspect Ratio Of The Window
	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,1.0f,1000.0f);	// View Depth of 1000

	glMatrixMode(GL_MODELVIEW);										// 

Select The Modelview Matrix
	glLoadIdentity();												

// Reset The Modelview Matrix
}

int InitGL(GLvoid)													

// All Setup For OpenGL Goes Here
{
	AircraftCarrier->reloadTextures();								// Loads 

Aircraft Carrier Textures
	Aircraft->reloadTextures();										// 

Loads Aircraft Textures

	glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);					// Setup The Ambient Light
	glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);					// Setup The Diffuse Light
	glLightfv(GL_LIGHT1, GL_SPECULAR,LightSpecular);				// Setup The Specular Light
	glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);				// Position The Light   
	glEnable(GL_LIGHT1);											// 

Enable Light One

	glEnable(GL_TEXTURE_2D);										// 

Enable Texture Mapping ( NEW )
	glShadeModel(GL_SMOOTH);										// 

Enable Smooth Shading
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);							// Black Background
	glClearDepth(1.0f);												

// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);										// 

Enables Depth Testing
	glDepthFunc(GL_LEQUAL);											// 

The Type Of Depth Testing To Do
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);				// Really Nice Perspective 

Calculations
	return TRUE;													

// Initialization Went OK
}

int DrawGLScene(GLvoid)												// 

Here's Where We Do All The Drawing
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);				// Clear The Screen And The 

Depth Buffer
	glLoadIdentity();												

// Reset The Modelview Matrix
	gluLookAt(aircraftx, aircrafty, aircraftz+20,					// (3) Eye Postion
	aircraftx, aircrafty, aircraftz,								// (3) 

Center Point
	0, 1, 0 );													

	// (3) Y-Axis Up Vector 

	glPushMatrix();
	glTranslatef(aircraftx, aircrafty, aircraftz);
	glEnable(GL_LIGHTING);
	Aircraft->draw();
	glDisable(GL_LIGHTING);
	glPopMatrix();

	glPushMatrix();
	glTranslatef(aircraftcarrierx, aircraftcarriery, aircraftcarrierz);
	glEnable(GL_LIGHTING);
	AircraftCarrier->draw();
	glDisable(GL_LIGHTING);
	glPopMatrix();

	return TRUE;													

// Keep Going
}

GLvoid KillGLWindow(GLvoid)											// 

Properly Kill The Window
{
	if (fullscreen)													

// Are We In Fullscreen Mode?
	{
		ChangeDisplaySettings(NULL,0);								// If So 

Switch Back To The Desktop
		ShowCursor(TRUE);											

// Show Mouse Pointer
	}

	if (hRC)													

	// Do We Have A Rendering Context?
	{
		if (!wglMakeCurrent(NULL,NULL))								// Are We 

Able To Release The DC And RC Contexts?
		{
			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | 

MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))									// 

Are We Able To Delete The RC?
		{
			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | 

MB_ICONINFORMATION);
		}
		hRC=NULL;												

	// Set RC To NULL
	}

	if (hDC && !ReleaseDC(hWnd,hDC))								// Are We 

Able To Release The DC
	{
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;												

	// Set DC To NULL
	}

	if (hWnd && !DestroyWindow(hWnd))								// Are We 

Able To Destroy The Window?
	{
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;												

	// Set hWnd To NULL
	}

	if (!UnregisterClass("OpenGL",hInstance))						// Are We Able To 

Unregister Class
	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;												

// Set hInstance To NULL
	}
}

/*	This Code Creates Our OpenGL Window.  Parameters Are:					*
 *	title			- Title To Appear At The Top Of The Window				*
 *	width			- Width Of The GL Window Or Fullscreen Mode				*
 *	height			- Height Of The GL Window Or Fullscreen Mode			*
 *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
 *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/
 
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
	GLuint		PixelFormat;										// 

Holds The Results After Searching For A Match
	WNDCLASS	wc;												

	// Windows Class Structure
	DWORD		dwExstyle;											

// Window Extended style
	DWORD		dwstyle;											

// Window style
	RECT		WindowRect;											

// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left=(long)0;										// 

Set Left Value To 0
	WindowRect.right=(long)width;									// Set 

Right Value To Requested Width
	WindowRect.top=(long)0;											// 

Set Top Value To 0
	WindowRect.bottom=(long)height;									// Set 

Bottom Value To Requested Height

	fullscreen=fullscreenflag;										// 

Set The Global Fullscreen Flag

	hInstance			= GetModuleHandle(NULL);					// Grab An 

Instance For Our Window
	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;		// Redraw On Size, And Own 

DC For Window.
	wc.lpfnWndProc		= (WNDPROC) WndProc;						// WndProc Handles 

Messages
	wc.cbClsExtra		= 0;										// 

No Extra Window Data
	wc.cbWndExtra		= 0;										// 

No Extra Window Data
	wc.hInstance		= hInstance;								// Set The 

Instance
	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);				// Load The Default 

Icon
	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);				// Load The Arrow 

Pointer
	wc.hbrBackground	= NULL;										// 

No Background Required For GL
	wc.lpszMenuName		= NULL;										// 

We Don't Want A Menu
	wc.lpszClassName	= "OpenGL";									// 

Set The Class Name

	if (!RegisterClass(&wc))										// 

Attempt To Register The Window Class
	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;												

// Return FALSE
	}
	
	if (fullscreen)													

// Attempt Fullscreen Mode?
	{
		DEVMODE dmScreenSettings;									// 

Device Mode
		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));		// Makes Sure Memory's Cleared
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);			// Size Of The Devmode 

Structure
		dmScreenSettings.dmPelsWidth	= width;					// Selected Screen 

Width
		dmScreenSettings.dmPelsHeight	= height;					// Selected Screen 

Height
		dmScreenSettings.dmBitsPerPel	= bits;						// Selected Bits 

Per Pixel
		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{
			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. 

Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				fullscreen=FALSE;									

// Windowed Mode Selected.  Fullscreen = FALSE
			}
			else
			{
				// Pop Up A Message Box Letting User Know The Program Is Closing.
				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;										

// Return FALSE
			}
		}
	}

	if (fullscreen)													

// Are We Still In Fullscreen Mode?
	{
		dwExstyle=WS_EX_APPWINDOW;									// 

Window Extended style
		dwstyle=WS_POPUP;											

// Windows style
		ShowCursor(FALSE);											

// Hide Mouse Pointer
	}
	else
	{
		dwExstyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;				// Window Extended style
		dwstyle=WS_OVERLAPPEDWINDOW;								// Windows 

style
	}

	AdjustWindowRectEx(&WindowRect, dwstyle, FALSE, dwExstyle);		// Adjust Window To True Requested 

Size

	// Create The Window
	if (!(hWnd=CreateWindowEx(	dwExstyle,							// Extended 

style For The Window
								"OpenGL",						

	// Class Name
								title,							

	// Window Title
								dwstyle |						

	// Defined Window style
								WS_CLIPSIBLINGS |					

// Required Window style
								WS_CLIPCHILDREN,					

// Required Window style
								0, 0,							

	// Window Position
								WindowRect.right-WindowRect.left,	// 

Calculate Window Width
								WindowRect.bottom-WindowRect.top,	// 

Calculate Window Height
								NULL,							

	// No Parent Window
								NULL,							

	// No Menu
								hInstance,						

	// Instance
								NULL)))							

	// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();												

// Reset The Display
		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;												

// Return FALSE
	}

	static	PIXELFORMATDESCRIPTOR pfd=								// pfd 

Tells Windows How We Want Things To Be
	{
		sizeof(PIXELFORMATDESCRIPTOR),								// Size Of 

This Pixel Format Descriptor
		1,													

		// Version Number
		PFD_DRAW_TO_WINDOW |										// 

Format Must Support Window
		PFD_SUPPORT_OPENGL |										// 

Format Must Support OpenGL
		PFD_DOUBLEBUFFER,											

// Must Support Double Buffering
		PFD_TYPE_RGBA,												

// Request An RGBA Format
		bits,													

	// Select Our Color Depth
		0, 0, 0, 0, 0, 0,											

// Color Bits Ignored
		0,													

		// No Alpha Buffer
		0,													

		// Shift Bit Ignored
		0,													

		// No Accumulation Buffer
		0, 0, 0, 0,												

	// Accumulation Bits Ignored
		16,													

		// 16Bit Z-Buffer (Depth Buffer)  
		0,													

		// No Stencil Buffer
		0,													

		// No Auxiliary Buffer
		PFD_MAIN_PLANE,												

// Main Drawing Layer
		0,													

		// Reserved
		0, 0, 0													

	// Layer Masks Ignored
	};
	
	if (!(hDC=GetDC(hWnd)))											// 

Did We Get A Device Context?
	{
		KillGLWindow();												

// Reset The Display
		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;												

// Return FALSE
	}

	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))					// Did Windows Find A 

Matching Pixel Format?
	{
		KillGLWindow();												

// Reset The Display
		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;												

// Return FALSE
	}

	if(!SetPixelFormat(hDC,PixelFormat,&pfd))						// Are We Able To 

Set The Pixel Format?
	{
		KillGLWindow();												

// Reset The Display
		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;												

// Return FALSE
	}

	if (!(hRC=wglCreateContext(hDC)))								// Are We 

Able To Get A Rendering Context?
	{
		KillGLWindow();												

// Reset The Display
		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;												

// Return FALSE
	}

	if(!wglMakeCurrent(hDC,hRC))									// Try To 

Activate The Rendering Context
	{
		KillGLWindow();												

// Reset The Display
		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;												

// Return FALSE
	}

	ShowWindow(hWnd,SW_SHOW);										// 

Show The Window
	SetForegroundWindow(hWnd);										// 

Slightly Higher Priority
	SetFocus(hWnd);													

// Sets Keyboard Focus To The Window
	ReSizeGLScene(width, height);									// Set Up 

Our Perspective GL Screen

	if (!InitGL())													

// Initialize Our Newly Created GL Window
	{
		KillGLWindow();												

// Reset The Display
		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;												

// Return FALSE
	}

	return TRUE;													

// Success
}

LRESULT CALLBACK WndProc(	HWND	hWnd,							// Handle For This 

Window
							UINT	uMsg,							

// Message For This Window
							WPARAM	wParam,							

// Additional Message Information
							LPARAM	lParam)							

// Additional Message Information
{
	switch (uMsg)													

// Check For Windows Messages
	{
		case WM_ACTIVATE:											

// Watch For Window Activate Message
		{
			if (!HIWORD(wParam))									// 

Check Minimization State
			{
				active=TRUE;										

// Program Is Active
			}
			else
			{
				active=FALSE;										

// Program Is No Longer Active
			}

			return 0;											

	// Return To The Message Loop
		}

		case WM_SYSCOMMAND:											

// Intercept System Commands
		{
			switch (wParam)											

// Check System Calls
			{
				case SC_SCREENSAVE:									

// Screensaver Trying To Start?
				case SC_MONITORPOWER:								// 

Monitor Trying To Enter Powersave?
				return 0;										

	// Prevent From Happening
			}
			break;												

	// Exit
		}

		case WM_CLOSE:												

// Did We Receive A Close Message?
		{
			PostQuitMessage(0);										

// Send A Quit Message
			return 0;											

	// Jump Back
		}

		case WM_KEYDOWN:											

// Is A Key Being Held Down?
		{
			keys[wParam] = TRUE;									// 

If So, Mark It As TRUE
			return 0;											

	// Jump Back
		}

		case WM_KEYUP:												

// Has A Key Been Released?
		{
			keys[wParam] = FALSE;									// 

If So, Mark It As FALSE
			return 0;											

	// Jump Back
		}

		case WM_SIZE:												

// Resize The OpenGL Window
		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));			// LoWord=Width, 

HiWord=Height
			return 0;											

	// Jump Back
		}
	}

	// Pass All Unhandled Messages To DefWindowProc
	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

int WINAPI WinMain(	HINSTANCE	hInstance,							// Instance
					HINSTANCE	hPrevInstance,						// 

Previous Instance
					LPSTR		lpCmdLine,							

// Command Line Parameters
					int			nCmdShow)						

	// Window Show State
{
	MSG		msg;												

	// Windows Message Structure
	BOOL	done=FALSE;												

// Bool Variable To Exit Loop

	Aircraft = new MilkshapeModel();								// Memory 

To Hold The Model
	if ( Aircraft->loadModelData( "data/Aircraft.ms3d" ) == false )	// Loads The Model And Checks For Errors
	{
		MessageBox( NULL, "Couldn't load the Aircraft", "Error", MB_OK | MB_ICONERROR );
		return 0;												

	// If Model Didn't Load Quit
	}

	AircraftCarrier = new MilkshapeModel();							// Memory To Hold 

The Model
	if ( AircraftCarrier->loadModelData( "data/AircraftCarrier.ms3d" ) == false )	// Loads The Model And 

Checks For Errors
	{
		MessageBox( NULL, "Couldn't load the Aircraft Carrier", "Error", MB_OK | MB_ICONERROR );
		return 0;												

	// If Model Didn't Load Quit
	}

	// Ask The User Which Screen Mode They Prefer
	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start 

FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;											

// Windowed Mode
	}

	// Create Our OpenGL Window
	if (!CreateGLWindow("Brett Porter & NeHe's Model Rendering Tutorial",640,480,16,fullscreen))
	{
		return 0;												

	// Quit If Window Was Not Created
	}

	while(!done)													

// Loop That Runs While done=FALSE
	{
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))					// Is There A 

Message Waiting?
		{
			if (msg.message==WM_QUIT)								// 

Have We Received A Quit Message?
			{
				done=TRUE;										

	// If So done=TRUE
			}
			else												

	// If Not, Deal With Window Messages
			{
				TranslateMessage(&msg);								// 

Translate The Message
				DispatchMessage(&msg);								// 

Dispatch The Message
			}
		}
		else													

	// If There Are No Messages
		{
			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
			if ((active && !DrawGLScene()) || keys[VK_ESCAPE])		// Active?  Was There A 

Quit Received?
			{
				done=TRUE;										

	// ESC or DrawGLScene Signalled A Quit
			}
			else												

	// Not Time To Quit, Update Screen
			{
				SwapBuffers(hDC);									

// Swap Buffers (Double Buffering)
			}

			if (keys[VK_UP])
			{
				aircraftz++;
			}
			if (keys[VK_DOWN])
			{
				aircraftz--;
			}
			if (keys[VK_F1])										

// Is F1 Being Pressed?
			{
				keys[VK_F1]=FALSE;									

// If So Make Key FALSE
				KillGLWindow();										

// Kill Our Current Window
				fullscreen=!fullscreen;								// 

Toggle Fullscreen / Windowed Mode
				// Recreate Our OpenGL Window
				if (!CreateGLWindow("Flight Simulator",640,480,16,fullscreen))
				{
					return 0;									

	// Quit If Window Was Not Created
				}
			}
		}
	}

	// Shutdown
	KillGLWindow();													

// Kill The Window
	return (msg.wParam);											// 

Exit The Program
}
[/SOURCE]
Milkshape Model Class
#include <windows.h>		// Header File For Windows
#include <gl\gl.h>			// Header File For The OpenGL32 Library

#include "MilkshapeModel.h"

#include <fstream>
using namespace std;

MilkshapeModel::MilkshapeModel()
{
}

MilkshapeModel::~MilkshapeModel()
{
}

/* 
	MS3D STRUCTURES 
*/

// byte-align structures
#ifdef _MSC_VER
#	pragma pack( push, packing )
#	pragma pack( 1 )
#	define PACK_STRUCT
#elif defined( __GNUC__ )
#	define PACK_STRUCT	__attribute__((packed))
#else
#	error you must byte-align these structures with the appropriate compiler directives
#endif

typedef unsigned char byte;
typedef unsigned short word;

// File header
struct MS3DHeader
{
	char m_ID[10];
	int m_version;
} PACK_STRUCT;

// Vertex information
struct MS3DVertex
{
	byte m_flags;
	float m_vertex[3];
	char m_boneID;
	byte m_refCount;
} PACK_STRUCT;

// Triangle information
struct MS3DTriangle
{
	word m_flags;
	word m_vertexIndices[3];
	float m_vertexNormals[3][3];
	float m_s[3], m_t[3];
	byte m_smoothingGroup;
	byte m_groupIndex;
} PACK_STRUCT;

// Material information
struct MS3DMaterial
{
    char m_name[32];
    float m_ambient[4];
    float m_diffuse[4];
    float m_specular[4];
    float m_emissive[4];
    float m_shininess;	// 0.0f - 128.0f
    float m_transparency;	// 0.0f - 1.0f
    byte m_mode;	// 0, 1, 2 is unused now
    char m_texture[128];
    char m_alphamap[128];
} PACK_STRUCT;

//	Joint information
struct MS3DJoint
{
	byte m_flags;
	char m_name[32];
	char m_parentName[32];
	float m_rotation[3];
	float m_translation[3];
	word m_numRotationKeyframes;
	word m_numTranslationKeyframes;
} PACK_STRUCT;

// Keyframe data
struct MS3DKeyframe
{
	float m_time;
	float m_parameter[3];
} PACK_STRUCT;

// Default alignment
#ifdef _MSC_VER
#	pragma pack( pop, packing )
#endif

#undef PACK_STRUCT

bool MilkshapeModel::loadModelData( const char *filename )
{
	ifstream inputFile( filename, ios::in | ios::binary);
	if ( inputFile.fail())
		return false;	// "Couldn't open the model file."

	inputFile.seekg( 0, ios::end );
	long fileSize = inputFile.tellg();
	inputFile.seekg( 0, ios::beg );

	byte *pBuffer = new byte[fileSize];
	inputFile.read( (char*) pBuffer, fileSize );
	inputFile.close();

	const byte *pPtr = pBuffer;
	MS3DHeader *pHeader = ( MS3DHeader* )pPtr;
	pPtr += sizeof( MS3DHeader );

	if ( strncmp( pHeader->m_ID, "MS3D000000", 10 ) != 0 )
		return false; // "Not a valid Milkshape3D model file."

	if ( pHeader->m_version < 3 || pHeader->m_version > 4 )
		return false; // "Unhandled file version. Only Milkshape3D Version 1.3 and 1.4 is supported." );

	int nVertices = *( word* )pPtr; 
	m_numVertices = nVertices;
	m_pVertices = new Vertex[nVertices];
	pPtr += sizeof( word );

	int i;
	for ( i = 0; i < nVertices; i++ )
	{
		MS3DVertex *pVertex = ( MS3DVertex* )pPtr;
		m_pVertices[i].m_boneID = pVertex->m_boneID;
		memcpy( m_pVertices[i].m_location, pVertex->m_vertex, sizeof( float )*3 );
		pPtr += sizeof( MS3DVertex );
	}

	int nTriangles = *( word* )pPtr;
	m_numTriangles = nTriangles;
	m_pTriangles = new Triangle[nTriangles];
	pPtr += sizeof( word );

	for ( i = 0; i < nTriangles; i++ )
	{
		MS3DTriangle *pTriangle = ( MS3DTriangle* )pPtr;
		int vertexIndices[3] = { pTriangle->m_vertexIndices[0], pTriangle->m_vertexIndices[1], pTriangle-

>m_vertexIndices[2] };
		float t[3] = { 1.0f-pTriangle->m_t[0], 1.0f-pTriangle->m_t[1], 1.0f-pTriangle->m_t[2] };
		memcpy( m_pTriangles[i].m_vertexNormals, pTriangle->m_vertexNormals, sizeof( float )*3*3 );
		memcpy( m_pTriangles[i].m_s, pTriangle->m_s, sizeof( float )*3 );
		memcpy( m_pTriangles[i].m_t, t, sizeof( float )*3 );
		memcpy( m_pTriangles[i].m_vertexIndices, vertexIndices, sizeof( int )*3 );
		pPtr += sizeof( MS3DTriangle );
	}

	int nGroups = *( word* )pPtr;
	m_numMeshes = nGroups;
	m_pMeshes = new Mesh[nGroups];
	pPtr += sizeof( word );
	for ( i = 0; i < nGroups; i++ )
	{
		pPtr += sizeof( byte );	// flags
		pPtr += 32;				// name

		word nTriangles = *( word* )pPtr;
		pPtr += sizeof( word );
		int *pTriangleIndices = new int[nTriangles];
		for ( int j = 0; j < nTriangles; j++ )
		{
			pTriangleIndices[j] = *( word* )pPtr;
			pPtr += sizeof( word );
		}

		char materialIndex = *( char* )pPtr;
		pPtr += sizeof( char );
	
		m_pMeshes[i].m_materialIndex = materialIndex;
		m_pMeshes[i].m_numTriangles = nTriangles;
		m_pMeshes[i].m_pTriangleIndices = pTriangleIndices;
	}

	int nMaterials = *( word* )pPtr;
	m_numMaterials = nMaterials;
	m_pMaterials = new Material[nMaterials];
	pPtr += sizeof( word );
	for ( i = 0; i < nMaterials; i++ )
	{
		MS3DMaterial *pMaterial = ( MS3DMaterial* )pPtr;
		memcpy( m_pMaterials[i].m_ambient, pMaterial->m_ambient, sizeof( float )*4 );
		memcpy( m_pMaterials[i].m_diffuse, pMaterial->m_diffuse, sizeof( float )*4 );
		memcpy( m_pMaterials[i].m_specular, pMaterial->m_specular, sizeof( float )*4 );
		memcpy( m_pMaterials[i].m_emissive, pMaterial->m_emissive, sizeof( float )*4 );
		m_pMaterials[i].m_shininess = pMaterial->m_shininess;
		m_pMaterials[i].m_pTextureFilename = new char[strlen( pMaterial->m_texture )+1];
		strcpy( m_pMaterials[i].m_pTextureFilename, pMaterial->m_texture );
		pPtr += sizeof( MS3DMaterial );
	}

	reloadTextures();

	delete[] pBuffer;

	return true;
}


Model Class
/*
	Model.cpp

		Abstract base class for a model. The specific extended class will render the given model. 

	Author:	Brett Porter
	Email: brettporter@yahoo.com
	Website: http://www.geocities.com/brettporter/
	Copyright (C)2000, Brett Porter. All Rights Reserved.

	This file may be used only as long as this copyright notice remains intact.
*/

#include <windows.h>		// Header File For Windows
#include <gl\gl.h>			// Header File For The OpenGL32 Library

#include "Model.h"
#include "Main.h"

Model::Model()
{
	m_numMeshes = 0;
	m_pMeshes = NULL;
	m_numMaterials = 0;
	m_pMaterials = NULL;
	m_numTriangles = 0;
	m_pTriangles = NULL;
	m_numVertices = 0;
	m_pVertices = NULL;
}

Model::~Model()
{
	int i;
	for ( i = 0; i < m_numMeshes; i++ )
		delete[] m_pMeshes[i].m_pTriangleIndices;
	for ( i = 0; i < m_numMaterials; i++ )
		delete[] m_pMaterials[i].m_pTextureFilename;

	m_numMeshes = 0;
	if ( m_pMeshes != NULL )
	{
		delete[] m_pMeshes;
		m_pMeshes = NULL;
	}

	m_numMaterials = 0;
	if ( m_pMaterials != NULL )
	{
		delete[] m_pMaterials;
		m_pMaterials = NULL;
	}

	m_numTriangles = 0;
	if ( m_pTriangles != NULL )
	{
		delete[] m_pTriangles;
		m_pTriangles = NULL;
	}

	m_numVertices = 0;
	if ( m_pVertices != NULL )
	{
		delete[] m_pVertices;
		m_pVertices = NULL;
	}
}

void Model::draw() 
{
	GLboolean texEnabled = glIsEnabled( GL_TEXTURE_2D );

	// Draw by group
	for ( int i = 0; i < m_numMeshes; i++ )
	{
		int materialIndex = m_pMeshes[i].m_materialIndex;
		if ( materialIndex >= 0 )
		{
			glMaterialfv( GL_FRONT, GL_AMBIENT, m_pMaterials[materialIndex].m_ambient );
			glMaterialfv( GL_FRONT, GL_DIFFUSE, m_pMaterials[materialIndex].m_diffuse );
			glMaterialfv( GL_FRONT, GL_SPECULAR, m_pMaterials[materialIndex].m_specular );
			glMaterialfv( GL_FRONT, GL_EMISSION, m_pMaterials[materialIndex].m_emissive );
			glMaterialf( GL_FRONT, GL_SHININESS, m_pMaterials[materialIndex].m_shininess );

			if ( m_pMaterials[materialIndex].m_texture > 0 )
			{
				glBindTexture( GL_TEXTURE_2D, m_pMaterials[materialIndex].m_texture );
				glEnable( GL_TEXTURE_2D );
			}
			else
				glDisable( GL_TEXTURE_2D );
		}
		else
		{
			// Material properties?
			glDisable( GL_TEXTURE_2D );
		}

		glBegin( GL_TRIANGLES );
		{
			for ( int j = 0; j < m_pMeshes[i].m_numTriangles; j++ )
			{
				int triangleIndex = m_pMeshes[i].m_pTriangleIndices[j];
				const Triangle* pTri = &m_pTriangles[triangleIndex];

				for ( int k = 0; k < 3; k++ )
				{
					int index = pTri->m_vertexIndices[k];

					glNormal3fv( pTri->m_vertexNormals[k] );
					glTexCoord2f( pTri->m_s[k], pTri->m_t[k] );
					glVertex3fv( m_pVertices[index].m_location );
				}
			}
		}
		glEnd();
	}

	if ( texEnabled )
		glEnable( GL_TEXTURE_2D );
	else
		glDisable( GL_TEXTURE_2D );
}

void Model::reloadTextures()
{
	for ( int i = 0; i < m_numMaterials; i++ )
		if ( strlen( m_pMaterials[i].m_pTextureFilename ) > 0 )
			m_pMaterials[i].m_texture = LoadGLTexture( m_pMaterials[i].m_pTextureFilename );
		else
			m_pMaterials[i].m_texture = 0;
}



[Edited by - Stormrider83 on May 24, 2008 8:44:09 AM]

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Like I mentioned in the other thread, you don't check if the texture is loaded successfully. Most likely it is not. LoadGLTexture() should display an error message if it fails to load a texture.

Like I said in my last post on that thread, Milkshape stores the texture names using absolute paths (something like: "C:/Textures/texture.bmp"). This is probably not where the textures are stored on your system, which is why the code fails to load them.

To fix this, you need to extract just the texture name (I posted a function on the other thread that does this) and prepend to it the path where you store the textures. Assuming the textures are stored in "c:/My Textures/", the code should look something like this:


void Model::reloadTextures()
{
for ( int i = 0; i < m_numMaterials; i++ ) {
const char *texture = m_pMaterials[i].m_pTextureFilename;
if (!texture || strlen(texture) == 0)
m_pMaterials[i].m_texture = 0;
else {
std::string path = "c:/My Textures/";
path += extractFileName(texture); // This function is in the other thread
m_pMaterials[i].m_texture = LoadGLTexture(path.c_str());
}
}
}

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Sorry yeah I did read it just couldn't get it to work I should have put that on the thread to be honest! I got this far with it which brought up 34 errors although I cant for the life of me work out what I am missing.



class std
{
public:

/* Constructor. */
std();

/* Destructor. */
virtual ~std();

string extractFileName(const std::string &path);
};

inline std::string extractFileName(const std::string &path) {
size_t count = path.length() - 2; // In case the last char is '\' or '/'
std::string::size_type pos = path.find_last_of("\\/", count);
if (pos == std::string::npos)
return "";

return path.substr(pos + 1);
}

void Model::reloadTextures()
{
for ( int i = 0; i < m_numMaterials; i++ ) {
const char *texture = m_pMaterials[i].m_pTextureFilename;
if (!texture || strlen(texture) == 0)
m_pMaterials[i].m_texture = 0;
else {
std::string path = "C:\Users\David\Desktop\Flight Simulator\Data\";
path += extractFileName(texture); // This function is in the other thread
m_pMaterials[i].m_texture = LoadGLTexture(path.c_str());
}
}
}




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std is the namespace in which the C++ standard library lives. If you declare a class with the same name, you are going to get name clashes.

The function I posted is not meant to be a member function of any class, but a "free" function.

Do these corrections and if you're still getting errors, post them exactly as they appear and the lines they refer to.

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Ah right not to worry about errors then I didnt have the right includes!

The code compiles etc ok but still no textures. I have double checked the paths etc and they are definately right. Have reposted my model class.


#include <math.h> // Header File For Windows
#include <windows.h> // Header File For Windows
#include <stdio.h> // Header File For Standard Input/Output
#include <stdarg.h> // Header File For Variable Argument Routines ( ADD )
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library
#include <time.h>
#include <fstream>
using namespace std;

#include "Model.h"
#include "Main.h"

Model::Model()
{
m_numMeshes = 0;
m_pMeshes = NULL;
m_numMaterials = 0;
m_pMaterials = NULL;
m_numTriangles = 0;
m_pTriangles = NULL;
m_numVertices = 0;
m_pVertices = NULL;
}

Model::~Model()
{
int i;
for ( i = 0; i < m_numMeshes; i++ )
delete[] m_pMeshes[i].m_pTriangleIndices;
for ( i = 0; i < m_numMaterials; i++ )
delete[] m_pMaterials[i].m_pTextureFilename;

m_numMeshes = 0;
if ( m_pMeshes != NULL )
{
delete[] m_pMeshes;
m_pMeshes = NULL;
}

m_numMaterials = 0;
if ( m_pMaterials != NULL )
{
delete[] m_pMaterials;
m_pMaterials = NULL;
}

m_numTriangles = 0;
if ( m_pTriangles != NULL )
{
delete[] m_pTriangles;
m_pTriangles = NULL;
}

m_numVertices = 0;
if ( m_pVertices != NULL )
{
delete[] m_pVertices;
m_pVertices = NULL;
}
}

void Model::draw()
{

GLboolean texEnabled = glIsEnabled( GL_TEXTURE_2D );

// Draw by group
for ( int i = 0; i < m_numMeshes; i++ )
{
int materialIndex = m_pMeshes[i].m_materialIndex;
if ( materialIndex >= 0 )
{
glMaterialfv( GL_FRONT, GL_AMBIENT, m_pMaterials[materialIndex].m_ambient );
glMaterialfv( GL_FRONT, GL_DIFFUSE, m_pMaterials[materialIndex].m_diffuse );
glMaterialfv( GL_FRONT, GL_SPECULAR, m_pMaterials[materialIndex].m_specular );
glMaterialfv( GL_FRONT, GL_EMISSION, m_pMaterials[materialIndex].m_emissive );
glMaterialf( GL_FRONT, GL_SHININESS, m_pMaterials[materialIndex].m_shininess );

if ( m_pMaterials[materialIndex].m_texture > 0 )
{
glBindTexture( GL_TEXTURE_2D, m_pMaterials[materialIndex].m_texture );
glEnable( GL_TEXTURE_2D );
}
else
glDisable( GL_TEXTURE_2D );
}
else
{
// Material properties?
glDisable( GL_TEXTURE_2D );
}

glBegin( GL_TRIANGLES );
{
for ( int j = 0; j < m_pMeshes[i].m_numTriangles; j++ )
{
int triangleIndex = m_pMeshes[i].m_pTriangleIndices[j];
const Triangle* pTri = &m_pTriangles[triangleIndex];

for ( int k = 0; k < 3; k++ )
{
int index = pTri->m_vertexIndices[k];

glNormal3fv( pTri->m_vertexNormals[k] );
glTexCoord2f( pTri->m_s[k], pTri->m_t[k] );
glVertex3fv( m_pVertices[index].m_location );
}
}
}
glEnd();
}

if ( texEnabled )
glEnable( GL_TEXTURE_2D );
else
glDisable( GL_TEXTURE_2D );
}

GLuint Model::makeDisplayList()
{
GLuint List = glGenLists(1);
glNewList(List,GL_COMPILE); // Start With The Box List
GLboolean texEnabled = glIsEnabled( GL_TEXTURE_2D );

// Draw by group
for ( int i = 0; i < m_numMeshes; i++ )
{
int materialIndex = m_pMeshes[i].m_materialIndex;
if ( materialIndex >= 0 )
{
glMaterialfv( GL_FRONT, GL_AMBIENT, m_pMaterials[materialIndex].m_ambient );
glMaterialfv( GL_FRONT, GL_DIFFUSE, m_pMaterials[materialIndex].m_diffuse );
glMaterialfv( GL_FRONT, GL_SPECULAR, m_pMaterials[materialIndex].m_specular );
glMaterialfv( GL_FRONT, GL_EMISSION, m_pMaterials[materialIndex].m_emissive );
glMaterialf( GL_FRONT, GL_SHININESS, m_pMaterials[materialIndex].m_shininess );

if ( m_pMaterials[materialIndex].m_texture > 0 )
{
glBindTexture( GL_TEXTURE_2D, m_pMaterials[materialIndex].m_texture );
glEnable( GL_TEXTURE_2D );
}
else
glDisable( GL_TEXTURE_2D );
}
else
{
// Material properties?
glDisable( GL_TEXTURE_2D );
}

glBegin( GL_TRIANGLES );
{
for ( int j = 0; j < m_pMeshes[i].m_numTriangles; j++ )
{
int triangleIndex = m_pMeshes[i].m_pTriangleIndices[j];
const Triangle* pTri = &m_pTriangles[triangleIndex];

for ( int k = 0; k < 3; k++ )
{
int index = pTri->m_vertexIndices[k];

glNormal3fv( pTri->m_vertexNormals[k] );
glTexCoord2f( pTri->m_s[k], pTri->m_t[k] );
glVertex3fv( m_pVertices[index].m_location );
}
}
}
glEnd();
}

if ( texEnabled )
glEnable( GL_TEXTURE_2D );
else
glDisable( GL_TEXTURE_2D );

glEndList();
return List;
}

inline std::string extractFileName(const std::string &path) {
size_t count = path.length() - 2; // In case the last char is '\' or '/'
std::string::size_type pos = path.find_last_of("\\/", count);
if (pos == std::string::npos)
return "";

return path.substr(pos + 1);
}

void Model::reloadTextures()
{
for ( int i = 0; i < m_numMaterials; i++ ) {
const char *texture = m_pMaterials[i].m_pTextureFilename;
if (!texture || strlen(texture) == 0)
m_pMaterials[i].m_texture = 0;
else {
std::string path = "c:/Users/David/Desktop/Flight Simulator/Data/";
path += extractFileName(texture); // This function is in the other thread
m_pMaterials[i].m_texture = LoadGLTexture(path.c_str());
}
}
}

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