• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Adam West

texture mapping not showing

2 posts in this topic

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.
0

Share this post


Link to post
Share on other sites
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.
0

Share this post


Link to post
Share on other sites
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.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0