• Advertisement
Sign in to follow this  

No textures?

This topic is 2634 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

For some reason the textures are not showing on my cube? Do I have the calls arranged wrong? Drawing 1 side shows the texture, however drawing 6 sides does not.

//==Shows texture correctly
glPushMatrix();
glEnable(GL_TEXTURE_2D);
glBindTexture( GL_TEXTURE_2D,grid[3].tex);
//Front
glBegin( GL_QUADS );
glNormal3f(0.0f, 0.0f, -1.0f);
glTexCoord2d(1.0,1.0);glVertex3f(1, 1, 0 );
glTexCoord2d(1.0,0.0);glVertex3f(1, 0, 0 );
glTexCoord2d(0.0,0.0);glVertex3f(0, 0, 0 );
glTexCoord2d(0.0,1.0);glVertex3f(0, 1, 0 );
glEnd();
glPopMatrix();

//==Shows White untextured objects
glPushMatrix();
glTranslatef(grid[a].x,grid[a].y,grid[a].z);
glBindTexture( GL_TEXTURE_2D,grid[position].tex );
//Front
glBegin( GL_QUADS );
glNormal3f(0.0f, 0.0f, -1.0f);
glTexCoord2d(1.0,1.0);glVertex3f(1, 1, 0 );
glTexCoord2d(1.0,0.0);glVertex3f(1, 0, 0 );
glTexCoord2d(0.0,0.0);glVertex3f(0, 0, 0 );
glTexCoord2d(0.0,1.0);glVertex3f(0, 1, 0 );
glEnd();
//Back
glBegin( GL_QUADS );
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2d(1.0,1.0);glVertex3f(1, 1, 1 );
glTexCoord2d(1.0,0.0);glVertex3f(1, 0, 1 );
glTexCoord2d(0.0,0.0);glVertex3f(0, 0, 1 );
glTexCoord2d(0.0,1.0);glVertex3f(0, 1, 1 );
glEnd();
//Top
glBegin( GL_QUADS );
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2d(1.0,1.0);glVertex3f(1, 1, 1 );
glTexCoord2d(1.0,0.0);glVertex3f(1, 1, 0 );
glTexCoord2d(0.0,0.0);glVertex3f(0, 1, 0 );
glTexCoord2d(0.0,1.0);glVertex3f(0, 1, 1 );
glEnd();
//Bottom
glBegin( GL_QUADS );
glNormal3f(0.0f, -1.0f, 0.0f);
glTexCoord2d(1.0,1.0);glVertex3f(1, 0, 1 );
glTexCoord2d(1.0,0.0);glVertex3f(1, 0, 0 );
glTexCoord2d(0.0,0.0);glVertex3f(0, 0, 0 );
glTexCoord2d(0.0,1.0);glVertex3f(0, 0, 1 );
glEnd();
//Left
glBegin( GL_QUADS );
glNormal3f(-1.0f, 0.0f, 0.0f);
glTexCoord2d(1.0,1.0);glVertex3f(0, 1, 1 );
glTexCoord2d(1.0,0.0);glVertex3f(0, 1, 0 );
glTexCoord2d(0.0,0.0);glVertex3f(0, 0, 0 );
glTexCoord2d(0.0,1.0);glVertex3f(0, 0, 1 );
glEnd();
//Right
glBegin( GL_QUADS );
glNormal3f(1.0f, 0.0f, 0.0f);
glTexCoord2d(1.0,1.0);glVertex3f(1, 1, 1 );
glTexCoord2d(1.0,0.0);glVertex3f(1, 1, 0 );
glTexCoord2d(0.0,0.0);glVertex3f(1, 0, 0 );
glTexCoord2d(0.0,1.0);glVertex3f(1, 0, 1 );
glEnd();
glPopMatrix();

Share this post


Link to post
Share on other sites
Advertisement
Hi,

You may get this result if:
-You're not enabling GL_TEXTURE_2D in your second code
-grid[position].tex doesn't exist (or doesn't work right). Try drawing the second code with grid[3].tex, and see if that fixes it.
-you're drawing these two methods from different places.
-the glTranslatef(...) call in the second method alters the rendering (i.e., if you have white fog enabled, and you move it further away, you'll get problems).

Also, for optimization, you only need one glBegin(...)/glEnd() wrapper for ALL of those polygons.

-G

Share this post


Link to post
Share on other sites
Are you enabling texturing in the second example? It's hard to see if it might be elsewhere in your code or not. Also, is the position variable pointing to the right texture?

Use the [ source ] tags next time too.

Share this post


Link to post
Share on other sites
I have been using the [ code tags not wonder it doesn't work.

You were right
grid[position].tex
should of been
grid[a].tex

Share this post


Link to post
Share on other sites
Quote:
Original post by coderWalker
I have been using the [ code tags not wonder it doesn't work.

You were right *** Source Snippet Removed *** should of been *** Source Snippet Removed ***


code-tags in action

source-tags in action

a-tags in action pointing to the FAQ

Share this post


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

  • Advertisement