kk, see i missed that, cheers. I have changed my code to this
#include "stdafx.h"#include <GL/glut.h>#include <windows.h>#include <stdio.h> //for file access #include <gl\gl.h> #include "skybox.h"#include "glbmp.h"bool skybox::LoadTexture(unsigned int & aTexture, const char * bitmap_file){ GLuint texture = 0; //OpenGL texture to create and return glbmp_t bitmap; //object to fill with data from glbmp if(!glbmp_LoadBitmap(bitmap_file, 0, &bitmap)) { fprintf(stderr, "Error loading bitmap file: %s\n", bitmap_file); } //generate and bind the OpenGL texture glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); //copy data from bitmap into texture glTexImage2D(GL_TEXTURE_2D, 0, 3, bitmap.width, bitmap.height, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmap.rgb_data); //set up texture filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //free the bitmap glbmp_FreeBitmap(&bitmap); return true;} void skybox::Init() { OFFSET = 1/512.0; //set offset value for skybox rot_x = 0.0; rot_y = 0.0; LoadTexture(texture[0], "images/left1.bmp"); LoadTexture(texture[1], "images/front1.bmp"); LoadTexture(texture[2], "images/right1.bmp"); LoadTexture(texture[3], "images/back1.bmp"); LoadTexture(texture[4], "images/down1.bmp"); LoadTexture(texture[5], "images/up1.bmp");}//This is where the magic happensvoid skybox::draw() { glPushMatrix(); glRotated(rot_x, 1.0, 0.0, 0.0); //Rotate around the x axis glRotated(rot_y, 0.0, 1.0, 0.0); //Rotate around the y axis glColor3f(1.0f,1.0f,1.0f); //Set colour to White glEnable(GL_TEXTURE_2D); //Enable texture mapping glDisable (GL_DEPTH_TEST); //Disable depth testing //before you can use a texture you have to bind it glBindTexture(GL_TEXTURE_2D, texture[0 + text_offset]); glBegin (GL_QUADS); glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET,0.0 + OFFSET); glVertex3d (-10.0,-10.0,10.0); glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET,0.0 + OFFSET); glVertex3d (-10.0,-10.0,-10.0); glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET,1.0 - OFFSET); glVertex3d (-10.0,10.0,-10.0); glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET,1.0 - OFFSET); glVertex3d (-10.0,10.0,10.0); glEnd (); glBindTexture(GL_TEXTURE_2D, texture[1 + text_offset]); glBegin (GL_QUADS); glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET,0.0 + OFFSET); glVertex3d (-10.0,-10.0,-10.0); glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET,0.0 + OFFSET); glVertex3d (10.0,-10.0,-10.0); glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET,1.0 - OFFSET); glVertex3d (10.0,10.0,-10.0); glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET,1.0 - OFFSET); glVertex3d (-10.0,10.0,-10.0); glEnd (); glBindTexture(GL_TEXTURE_2D, texture[2 + text_offset]); glBegin (GL_QUADS); glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,0.0 + OFFSET); glVertex3d (10.0,-10.0,-10.0); glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,0.0 + OFFSET); glVertex3d (10.0,-10.0,10.0); glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,1.0 - OFFSET); glVertex3d (10.0,10.0,10.0); glNormal3d (0.0,0.0,10.0); glTexCoord2d (0.0 + OFFSET ,1.0 - OFFSET); glVertex3d (10.0,10.0,-10.0); glEnd (); glBindTexture(GL_TEXTURE_2D, texture[3 + text_offset]); glBegin (GL_QUADS); glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,0.0 + OFFSET); glVertex3d (10.0,-10.0,10.0); glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,0.0 + OFFSET); glVertex3d (-10.0,-10.0,10.0); glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,1.0 - OFFSET); glVertex3d (-10.0,10.0,10.0); glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,1.0 - OFFSET); glVertex3d (10.0,10.0,10.0); glEnd (); glBindTexture(GL_TEXTURE_2D, texture[4 + text_offset]); glBegin (GL_QUADS); glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,0.0 + OFFSET); glVertex3d (-10.0,-10.0,10.0); glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,0.0 + OFFSET); glVertex3d (10.0,-10.0,10.0); glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,1.0 - OFFSET); glVertex3d (10.0,-10.0,-10.0); glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,1.0 - OFFSET); glVertex3d (-10.0,-10.0,-10.0); glEnd (); glBindTexture(GL_TEXTURE_2D, texture[5 + text_offset]); glBegin (GL_QUADS); glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,0.0 + OFFSET); glVertex3d (-10.0,10.0,-10.0); glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,0.0 + OFFSET); glVertex3d (10.0,10.0,-10.0); glNormal3d (0.0,0.0,1.0); glTexCoord2d (1.0 - OFFSET ,1.0 - OFFSET); glVertex3d (10.0,10.0,10.0); glNormal3d (0.0,0.0,1.0); glTexCoord2d (0.0 + OFFSET ,1.0 - OFFSET); glVertex3d (-10.0,10.0,10.0); glEnd (); //Re-Enable the depth test glEnable(GL_DEPTH_TEST); //disable texture mapping glDisable(GL_TEXTURE_2D); glPopMatrix(); }
but for some odd reason, still black. Do you see what could be causing this?