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nick2price

OpenGL problem displaying texture

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I have a program where this exact code works and texture maps my car. But now i have loaded my car into a skybox, there is no texture at all. I have double checked the code against the working one and copied it all again, but still no result. Texture is in correct folder. If anyone can notice why this might not be working now, would be a great help. cheers loading skymap and car
 
#include "stdafx.h"
#include <windows.h>
#include <stdio.h>  //for file access	
#include <GL/glut.h>						
#include <gl\gl.h>													
#include "skybox.h"
#include "glbmp.h"
#include "coursework2.h"
#include "3dsloader.h"
#include "texture.h"

obj_type object;

bool skybox::LoadTexture(unsigned int & aTexture, const char * bitmap_file)
{
   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, &aTexture);
   glBindTexture(GL_TEXTURE_2D, aTexture);
 
   //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

	LoadTexture(texture[0], "images/1.bmp");
	LoadTexture(texture[1], "images/2.bmp");
	LoadTexture(texture[2], "images/3.bmp");
	LoadTexture(texture[3], "images/4.bmp");
	LoadTexture(texture[4], "images/5.bmp");
	LoadTexture(texture[5], "images/6.bmp");

}

void skybox::Init2(){

    glClearColor(0.0, 0.0, 0.0, 0.0); // This clear the background color to black
    glShadeModel(GL_SMOOTH); // Type of shading for the polygons
   	
    // Viewport transformation
    glViewport(0,0,800,600);  

    // Projection transformation
    glMatrixMode(GL_PROJECTION); // Specifies which matrix stack is the target for matrix operations 
 
   
    glEnable(GL_DEPTH_TEST); // enable the depth test (also called z buffer)
    glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); // Polygon rasterization mode (polygon filled)
    
    glEnable(GL_TEXTURE_2D); // This Enable the Texture mapping

    Load3DS (&object,"GTR.3ds");

    object.id_texture=LoadBitmap("body.bmp");
    

}

void skybox::draw() {

	glPushMatrix();

	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();
	

}

void skybox::draw_car(){

	int l_index;
    glPushMatrix();
    glMatrixMode(GL_MODELVIEW); // Modeling transformation
    glEnable(GL_TEXTURE_2D);			//Enable texture mapping
	glDisable (GL_DEPTH_TEST);			//Disable depth testing

    glBindTexture(GL_TEXTURE_2D, object.id_texture); // set the active texture 

    glBegin(GL_TRIANGLES);
    for (l_index=0;l_index<object.polygons_qty;l_index++)
    {
        //----------------- FIRST VERTEX -----------------
        // Texture coordinates of the first vertex
        glTexCoord2f( object.mapcoord[ object.polygon[l_index].a ].u,
                      object.mapcoord[ object.polygon[l_index].a ].v);
        // Coordinates of the first vertex
        glVertex3f( object.vertex[ object.polygon[l_index].a ].x,
                    object.vertex[ object.polygon[l_index].a ].y,
                    object.vertex[ object.polygon[l_index].a ].z); //Vertex definition

        //----------------- SECOND VERTEX -----------------
        // Texture coordinates of the second vertex
        glTexCoord2f( object.mapcoord[ object.polygon[l_index].b ].u,
                      object.mapcoord[ object.polygon[l_index].b ].v);
        // Coordinates of the second vertex
        glVertex3f( object.vertex[ object.polygon[l_index].b ].x,
                    object.vertex[ object.polygon[l_index].b ].y,
                    object.vertex[ object.polygon[l_index].b ].z);
        
        //----------------- THIRD VERTEX -----------------
        // Texture coordinates of the third vertex
        glTexCoord2f( object.mapcoord[ object.polygon[l_index].c ].u,
                      object.mapcoord[ object.polygon[l_index].c ].v);
        // Coordinates of the Third vertex
        glVertex3f( object.vertex[ object.polygon[l_index].c ].x,
                    object.vertex[ object.polygon[l_index].c ].y,
                    object.vertex[ object.polygon[l_index].c ].z);
    }
    glEnd();
	//Re-Enable the depth test
	glEnable(GL_DEPTH_TEST);
	//disable texture mapping
	glDisable(GL_TEXTURE_2D);
glPopMatrix();
}


main class
#include "stdafx.h"
#include <windows.h>
#include <stdio.h>  //for file access
#include <gl\gl.h>	
#include <GL/glut.h>												
#include "skybox.h"
#include "coursework2.h"


int screen_width=800;
int screen_height=600;

skybox		aSkyBox;

double rotation_x=0, rotation_x_increment=0.1;
double rotation_y=0, rotation_y_increment=0.05;
double rotation_z=0, rotation_z_increment=0.03;
 
// Flag for rendering as lines or filled polygons
int filling=1; //0=OFF 1=ON

GLvoid ReSizeGLScene(GLsizei width, GLsizei height) {

	if (height<=0) { height=1; }

	glViewport(0,0,width,height);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();

	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

	glMatrixMode(GL_MODELVIEW);
	glutPostRedisplay ();
}

int InitGL(GLvoid) {
	
	glEnable(GL_TEXTURE_2D);
	glShadeModel(GL_SMOOTH);							//Try GL_FLAT to see the difference
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);				//Background colour
	glClearDepth(1.0f);
	glEnable(GL_DEPTH_TEST);							//Enables depth testing
	glDepthFunc(GL_LEQUAL);								//Specifies how Depth testing is done
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	//Affects quality of colour and texture interpolation
	glFrontFace (GL_CCW);								//Specifies that the front of a face is defined 
														//in a Counter Clockwise manner
	glCullFace(GL_BACK);								//Specifies that the back of faces are not shown
														//so OpenGL does not need to draw things twice
	glEnable(GL_CULL_FACE);								//Enables culling of faces


	aSkyBox.Init();			//Initalize the Skybox
    aSkyBox.Init2();

	return TRUE;
}


void keyboard_s (int key, int x, int y)
{
   switch (key)
   {
      case GLUT_KEY_UP:
         rotation_x_increment = rotation_x_increment +0.005;
		 glutPostRedisplay();
      break;
      case GLUT_KEY_DOWN:
         rotation_x_increment = rotation_x_increment -0.005;
		 glutPostRedisplay();
      break;
      case GLUT_KEY_LEFT:
         rotation_y_increment = rotation_y_increment +0.005;
		 glutPostRedisplay();
      break;
      case GLUT_KEY_RIGHT:
         rotation_y_increment = rotation_y_increment -0.005;
		 glutPostRedisplay();
      break;
   }
}

void display(void) {

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();
    glTranslatef(0.0,0.0,-10); 
 
    rotation_x = rotation_x + rotation_x_increment;
    rotation_y = rotation_y + rotation_y_increment;
    rotation_z = rotation_z + rotation_z_increment;

    if (rotation_x > 359) rotation_x = 0;
    if (rotation_y > 359) rotation_y = 0;
    if (rotation_z > 359) rotation_z = 0;

    glRotatef(rotation_x,1.0,0.0,0.0); // Rotations of the object (the model matrix is multiplied by the rotation matrices)
    glRotatef(rotation_y,0.0,1.0,0.0);
    glRotatef(rotation_z,0.0,0.0,1.0);

	aSkyBox.draw();	

	glPushMatrix();
	glScalef(0.1,0.1,0.1);
	aSkyBox.draw_car();
	glPopMatrix();
	glFlush(); 
    glutSwapBuffers(); 
}


int main(int argc, char **argv)
{
    glutInit(&argc, argv);    
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(screen_width,screen_height);
    glutInitWindowPosition(0,0);
    glutCreateWindow("Coursework 2");    
 
	glutReshapeFunc(ReSizeGLScene);
	glutDisplayFunc(display);
	glutSpecialFunc (keyboard_s);
	InitGL();
    glutMainLoop();

    return(0);    
}

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You wouldnt by any chance know how to set it up? I have followed instructions and copied the OpenGL32.dll and gliConfig to my execution folder, compiled my program but no output log is being put into the folder. Have i missed somthing?

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When you run and then close the application, it makes gliLog.txt which shows what GL errors and resource leaks you have.
Most importantly, frame logging is useful. Press ctrl+shift+f and it creates a folder with xml file and screenshots. Open the xml with your webbrowser and you see all the GL calls made and what textures are bound.

If it doesn't work, open gliconfig.ini and search for LogPerFrame
{
Enabled = TRUE;
FrameStartKeys = (ctrl,shift,f);
OneFrameOnly = True;
}

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