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ishkabible

DevIL issues

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ok so i had some bad luck with DevIL i while back and wanted to give it another shot. I'm trying to use glfw and DevIL to texture 2 triangles with a texture loaded with ilutGLLoadImage. problem is nothing happens they just show up completely white. not sure what im doing wrong.


#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glfw.h>

#include<IL/il.h>
#include<IL/ilu.h>
#include<IL/ilut.h>

int main() {
ilInit();
iluInit();
ilutInit();
ilutRenderer(ILUT_OPENGL);
glEnable( GL_TEXTURE_2D );
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
int width, height;
int frame = 0;
bool running = true;
GLuint tex = ilutGLLoadImage("Zombie.png");
glfwInit();
if( !glfwOpenWindow( 512, 512, 0, 0, 0, 0, 0, 0, GLFW_WINDOW ) ) {
glfwTerminate();
return 0;
}
glfwSetWindowTitle("GLFW Application");
while(running) {
frame++;
glfwGetWindowSize( &width, &height );
height = height > 0 ? height : 1;
glViewport( 0, 0, width, height );
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 65.0f, (GLfloat)width/(GLfloat)height, 1.0f, 100.0f );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt(0.0f, -10.0f, 0.0f,0.0f, 0.0f, 0.0f,0.0f, 0.0f, 1.0f );
glRotatef(frame, 0.25f, 1.0f, 0.75f);
glBegin( GL_TRIANGLES );
glBindTexture(GL_TEXTURE_2D,tex);
glVertex3f(0.0f, 3.0f, -4.0f);
glVertex3f(3.0f, -2.0f, -4.0f);
glVertex3f(-3.0f, -2.0f, -4.0f);
glEnd();
glBegin( GL_TRIANGLES );
glVertex3f(0.0f, 3.0f, -3.0f);
glVertex3f(3.0f, -2.0f, -2.0f);
glVertex3f(-3.0f, -2.0f, 2.0f);
glEnd();
glfwSwapBuffers();
running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
}
glfwTerminate();
return 0;
}


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glEnable(GL_TEXTURE_2D);

glTexCoord2f();


Your missing a couple things. OpenGL does not magically know how you want the image to show up, you have to give each vertex a texture coordinate so that it knows what part of the image to use for that triangle.

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ok silly mistake, i forgot to add the texture coordinates. still no texture is shown. not sure what the issue is. i dont have much to go off of becuase i cant see if there is any texture displaying.


#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glfw.h>

#include<IL/il.h>
#include<IL/ilu.h>
#include<IL/ilut.h>

int main() {
ilInit();
iluInit();
ilutInit();
ilutRenderer(ILUT_OPENGL);
glEnable( GL_TEXTURE_2D );
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
int width, height;
int frame = 0;
bool running = true;
GLuint tex = ilutGLLoadImage("Zombie.png");
glfwInit();
if( !glfwOpenWindow( 512, 512, 0, 0, 0, 0, 0, 0, GLFW_WINDOW ) ) {
glfwTerminate();
return 0;
}
glfwSetWindowTitle("GLFW Application");
while(running) {
frame++;
glfwGetWindowSize( &width, &height );
height = height > 0 ? height : 1;
glViewport( 0, 0, width, height );
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluOrtho2D(0,512,512,0);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D,tex);
glBegin(GL_QUADS);
//glColor3f(0,1,0);
glTexCoord2i(0, 0); glVertex2i(0, 0);
glTexCoord2i(0, 1); glVertex2i(0, 512);
glTexCoord2i(1, 1); glVertex2i(512, 512);
glTexCoord2i(1, 0); glVertex2i(512, 0);
glEnd();

glfwSwapBuffers();
running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
}
glfwTerminate();
return 0;
}



edit: i changed it a bit to make it simpler, using 2D graphics now.

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