Sign in to follow this  
Followers 0
eDuDe

Lesson 10: Texturing issue

2 posts in this topic

I have a modified (just using classes and a different variable naming scheme) version of Lesson 10 working, but I get this weird texturing issue and the only thing I can think of is it is related to loading in textures using SOIL. I even went as far as modifying the sample code to use SOIL, and I get the same result:

[url="http://imgur.com/24gGJ"]http://imgur.com/24gGJ[/url]

Here is my texture loading code, which seemed to work for previous lessons (I've been doing them sequently), debug code stripped out:

[code]
texture[0] = SOIL_load_OGL_texture( "Assets/2D/Mud.bmp",
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_INVERT_Y );

texture[1] = SOIL_load_OGL_texture( "Assets/2D/Mud.bmp",
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_INVERT_Y );

texture[2] = SOIL_load_OGL_texture( "Assets/2D/Mud.bmp",
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_INVERT_Y | SOIL_FLAG_MIPMAPS );

glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);

glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);

glBindTexture(GL_TEXTURE_2D, texture[2]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);[/code].


Any idea what is up?
0

Share this post


Link to post
Share on other sites
This looks like UV coordinates problem. Are you sure you are setting UV coordinates (glTexCoord2f) for every vertex?
0

Share this post


Link to post
Share on other sites
I'm loading it all from the world file given in the sample:[CODE]
float x, y, z, u, v;
int tris;
char textline[255];
FILE *filein = fopen( "Assets/Worlds/World.txt", "rt");
ReadStr( filein, textline );
sscanf( textline, "NUMPOLLIES %d\n", &tris);
sector1.numTriangles = tris;
sector1.triangles = new triangle[sector1.numTriangles];
for ( int triangles = 0 ; triangles < sector1.numTriangles ; triangles++ )
{
for ( int vert = 0 ; vert < 3 ; vert++ )
{
ReadStr(filein, textline);
sscanf(textline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
sector1.triangles[triangles].vertices[vert].x = x ;
sector1.triangles[triangles].vertices[vert].y = y ;
sector1.triangles[triangles].vertices[vert].z = z ;
sector1.triangles[triangles].vertices[vert].u = u ;
sector1.triangles[triangles].vertices[vert].v = v ;
}
}
fclose(filein);
[/CODE]

It looked fine when stepping through the code, and I pretty much copy/pasted the tutorial project into mine with the modified texture loading and got the same result which is why I believe it has something to do with misusing SOIL.
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