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texture mapping not showing

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hey guys.
ive created the texture functions and the objects for loading 3ds files. my only problem is that no texture is showing on runtime


main.cpp:

[CODE]
#include "main.h"
#include "3dsloader.h"
#include "camera.h"


bool mousein= false;
GLuint programID;
void lighting();
void initRendering();
void drawScene();
void mainLoop();


FPSCamera * camera;
Object* testcube;

//textureLoader * testTex;

int main(int argc, char **argv)
{
bool running = true;

InitializeWindow();

testcube = new Object("test.3ds");

testcube->CreateVBO();
initRendering();

//shader setup
programID = loadShader("emptyshader.vert","bokehDOF.frag");

mainLoop();


return 0;
}



void initRendering()
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
glEnable(GL_TEXTURE_2D);
glDepthMask(GL_TRUE);
// Enable lighting and set the position of the light
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
GLfloat pos[] = { 0.0, 4.0, 4.0 };
glLightfv(GL_LIGHT0, GL_POSITION, pos);



}

[\CODE]
3dsloader.h:
[CODE]


#include "main.h"
#include "lib3ds/file.h"
#include "lib3ds/mesh.h"
#include "lib3ds/material.h"


class Object
{
public:
Object(std:: string filename);
virtual ~Object();
virtual void Draw() const;
virtual void CreateVBO();
void applyTexture(Lib3dsMesh *mesh);

protected:
void GetFaces();
unsigned int m_TotalFaces;
Lib3dsFile * m_model;
GLuint m_VertexVBO, m_NormalVBO, m_TexCoordVBO;
};
[\CODE]

3dsloader.cpp:

[CODE]
#include "3dsloader.h"


Object::Object(std:: string filename)
{
m_TotalFaces = 0;
m_model = lib3ds_file_load(filename.c_str());
// If loading the model failed, we throw an exception
if(!m_model)
{
throw strcat("Unable to load ", filename.c_str());
}

}

Object::~Object()
{
if(m_model) // if the file isn't freed yet
lib3ds_file_free(m_model); //free up memory

}

void Object::GetFaces()
{
m_TotalFaces = 0;
Lib3dsMesh * mesh;

// Loop through every mesh.

for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next)
{
// Add the number of faces this mesh has to the total number of faces.

m_TotalFaces += mesh->faces;
}

}

void Object::CreateVBO()
{
assert(m_model != NULL);

// Calculate the number of faces we have in total
GetFaces();

// Allocate memory for our vertices and normals
Lib3dsVector * vertices = new Lib3dsVector[m_TotalFaces * 3];
Lib3dsVector * normals = new Lib3dsVector[m_TotalFaces * 3];
Lib3dsTexel* texCoords = new Lib3dsTexel[m_TotalFaces * 3];

Lib3dsMesh * mesh;
unsigned int FinishedFaces = 0;
// Loop through all the meshes
for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next)
{
lib3ds_mesh_calculate_normals(mesh, &normals[FinishedFaces*3]);
// Loop through every face
for(unsigned int cur_face = 0; cur_face < mesh->faces;cur_face++)
{
Lib3dsFace * face = &mesh->faceL[cur_face];
for(unsigned int i = 0;i < 3;i++)
{

//NEW
if(mesh->texels)
{
memcpy(&texCoords[FinishedFaces*3 + i], mesh->texelL[face->points[ i ]], sizeof(Lib3dsTexel));
//NEW
}
memcpy(&vertices[FinishedFaces*3 + i], mesh->pointL[face->points[ i ]].pos, sizeof(Lib3dsVector));
}

FinishedFaces++;
}
}

// Generate a Vertex Buffer Object and store it with our vertices
glGenBuffers(1, &m_VertexVBO);
glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, vertices, GL_STATIC_DRAW);

// Generate another Vertex Buffer Object and store the normals in it
glGenBuffers(1, &m_NormalVBO);
glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, normals, GL_STATIC_DRAW);

// Generate a third VBO and store the texture coordinates in it.

glGenBuffers(1, &m_TexCoordVBO);
glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsTexel) * 3 , reinterpret_cast<void *>(&texCoords[0]), GL_STATIC_DRAW);

// Clean up our allocated memory
delete vertices;
delete normals;


// We no longer need lib3ds
lib3ds_file_free(m_model);
m_model = NULL;
}

void Object:: Draw() const
{

// Enable vertex, normal and texture-coordinate arrays.

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

// Bind the VBO with the normals.

glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO);

// The pointer for the normals is NULL which means that OpenGL will use the currently bound VBO.

glNormalPointer(GL_FLOAT, 0, NULL);

glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO);
glTexCoordPointer(2, GL_FLOAT, 0, NULL);

glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO);
glVertexPointer(3, GL_FLOAT, 0, NULL);

// Render the triangles.

glDrawArrays(GL_TRIANGLES, 0, m_TotalFaces * 3);

glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);


}
[/CODE]

texture.cpp

[CODE]

#include "3dsloader.h"

int loadTexture(const char* texfilename) //load bitmap and convert to texture
{

GLuint textureObject = 0;
textureObject = SOIL_load_OGL_texture(texfilename,SOIL_LOAD_AUTO,SOIL_CREATE_NEW_ID,SOIL_FLAG_MIPMAPS);
glGenTextures(1, &textureObject); // allocate memory for one texture
glBindTexture(GL_TEXTURE_2D, textureObject); // use our newest texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // give the best result for texture magnification
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //give the best result for texture minification
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); // don't repeat texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // don't repeat texture

glBindTexture( GL_TEXTURE_2D,textureObject);

return textureObject;
}
[\CODE]


please help :)
Adam.

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First of all, I don't see you calling loadTexture() in the provided source code (which you might want to restructure in the post), which would be the most obvious reason. If you do call it, check if your return actually returns something else than 0.

Also not sure if you are using the shader in there, but if you do, you might want to check for some errors in there also.

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That strcat() in Object's constructor looks scary. Isn't that trying to concatenate a string literal? It seems like it would be a memory access violation.

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