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jenny_wui

problem with texture mapping using devil

7 posts in this topic

I have installed devil. But when I run my program, I am not able to see the texture mapped, it shows plane surface. And the following error:

 

/********************************************/

1291:invalid extension/n1290: could not open file /n

/*********************************************************/

 

Please provide me suggestion to fix the error.

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Here is my code detail. I can compile and run, but can't see the texture. I have attached the texture file.

 

/************************************************/

#include <IL/il.h>

#include <IL/ilu.h>

#include <IL/ilut.h>

#include <GL/glut.h> // Need to include it here because the GL* types are required

 

GLuint Tex1; // Textures

void

 

 

init(void)

{

 

 

//

 

 

//// Setup other misc features.

glEnable(GL_LIGHTING);

glEnable(GL_NORMALIZE);

glShadeModel(GL_SMOOTH);

 

 

//

 

 

float ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};

 

 

float diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};

 

 

float position[] = {5.0f, 20.0f, 5.0f, 1.0f};

 

 

float specular[] = {1.0f, 1.0f, 1.0f, 1.0f};

glEnable(GL_LIGHTING);

glEnable( GL_LIGHT0);

glLightfv(GL_LIGHT0, GL_DIFFUSE, ambient);

glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);

glLightfv(GL_LIGHT0, GL_POSITION, position);

glLightfv(GL_LIGHT0, GL_SPECULAR, specular);

glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

 

 

float shininess = 50.0f;

glEnable(GL_COLOR_MATERIAL);

glMaterialf( GL_FRONT, GL_SHININESS, shininess);

glMaterialfv(GL_FRONT, GL_SPECULAR, specular);

?

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);

 

 

// Associate a variable to a image and load it

 

Tex1 = ilutGLLoadImage(TEXT(

 

"textures/1.bmp"));

 

ILenum Error;

 

 

while ((Error = ilGetError()) != IL_NO_ERROR) {

printf(

 

"%d: %s/n", Error, iluErrorString(Error));

}

glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

 

}

void

 

 

display(void)

{

glLoadIdentity ();

 

/* clear the matrix */

/* viewing transformation */

gluLookAt (0.0, 0.0, 2.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

?

glEnable(GL_TEXTURE_2D);

glBindTexture( GL_TEXTURE_2D, Tex1);

glBegin (GL_QUADS);

glTexCoord2f (0.0, 0.0);

glVertex3f (-0.5, -0.5, 0.0);

glTexCoord2f (1.0, 0.0);

glVertex3f (0.5, -0.5, 0.0);

glTexCoord2f (1.0, 1.0);

glVertex3f (0.5, 0.5, 0.0);

glTexCoord2f (0.0, 1.0);

glVertex3f (-0.5, 0.5, 0.0);

glEnd ();

glDisable(GL_TEXTURE_2D);

glFlush ();

}

void

 

 

reshape (int w, int h)

{

glViewport (0, 0, (GLsizei) w, (GLsizei) h);

glMatrixMode (GL_PROJECTION);

glLoadIdentity ();

gluPerspective(60.0, 1.0, 1.5, 20.0);

glMatrixMode (GL_MODELVIEW);

}

int

 

 

main(int argc, char** argv)

{

glutInit(&argc, argv);

glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);

glutInitWindowSize (500, 500);

glutInitWindowPosition (100, 100);

glutCreateWindow (argv[0]);

ilInit();

iluInit();

ilutRenderer(ILUT_OPENGL);

init ();

glutDisplayFunc(display);

glutReshapeFunc(reshape);

glutMainLoop();

return

 

 

0;

}

?

?

 

 

 

/**********************************************/

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Hmm, looks alright to me... there is a textures folder beneath the exe location, and you're not changing the working directory are you?

 

What happens if you use the fully qualified path instead (e.g. "c:\\myapps\\textures\\1.bmp" or whatever)?

 

And you want to be using \n not /n in your printf, \n is a newline.

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If I use absolute path as you have said, I find the same error. If I run the object file with the texture in same directory, similar error is shown.

 

 I have fixed '/n' to '\n'.

 

I am not sure what the rpoblem is. Please help me identify my problem.

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First of all don't use glut, use freeGLUT or glfw.

 

GLUT is decades old and not supported any more, and it's not open source.

 

Second, it maybe because you didn't use code tags and this is a forum but your spacing and tabs is horrible.

 

Third, you may want to use freeImage instead of devIL because it's been updated more and makes it even easier to load pretty much any common format.

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If you built the devIL code yourself (and added it to the solution as a project, assuming Visual Studio) you should be able to step into the ilutGLLoadImage function and see why it is failing. That's all I can think of right now...

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I have attached the code ina better format. If any one has devil installed, please run it and help me find the problem I shall try with freeimage, but i like to know the problem first. 

 

#include <IL/il.h>

#include <IL/ilu.h>

#include <IL/ilut.h>

#include <GL/glut.h> // Need to include it here because the GL* types are required

GLuint Tex1; // Textures

void init(void)

{

//

//// Setup other misc features.

glEnable(GL_LIGHTING);

glEnable(GL_NORMALIZE);

glShadeModel(GL_SMOOTH);

//

float ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};

float diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};

float position[] = {5.0f, 20.0f, 5.0f, 1.0f};

float specular[] = {1.0f, 1.0f, 1.0f, 1.0f};

glEnable(GL_LIGHTING);

glEnable( GL_LIGHT0);

glLightfv(GL_LIGHT0, GL_DIFFUSE, ambient);

glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);

glLightfv(GL_LIGHT0, GL_POSITION, position);

glLightfv(GL_LIGHT0, GL_SPECULAR, specular);

glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

float shininess = 50.0f;

glEnable(GL_COLOR_MATERIAL);

glMaterialf( GL_FRONT, GL_SHININESS, shininess);

glMaterialfv(GL_FRONT, GL_SPECULAR, specular);

?

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);

// Associate a variable to a image and load it

 

Tex1 = ilutGLLoadImage(TEXT("1.bmp"));

 

ILenum Error;

while ((Error = ilGetError()) != IL_NO_ERROR) {

printf("%d: %s\n", Error, iluErrorString(Error));

}

glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

 

}

void display(void)

{

glLoadIdentity (); /* clear the matrix */

/* viewing transformation */

gluLookAt (0.0, 0.0, 2.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

?

glEnable(GL_TEXTURE_2D);

glBindTexture( GL_TEXTURE_2D, Tex1);

glBegin (GL_QUADS);

glTexCoord2f (0.0, 0.0);

glVertex3f (-0.5, -0.5, 0.0);

glTexCoord2f (1.0, 0.0);

glVertex3f (0.5, -0.5, 0.0);

glTexCoord2f (1.0, 1.0);

glVertex3f (0.5, 0.5, 0.0);

glTexCoord2f (0.0, 1.0);

glVertex3f (-0.5, 0.5, 0.0);

glEnd ();

glDisable(GL_TEXTURE_2D);

glFlush ();

}

void reshape (int w, int h)

{

glViewport (0, 0, (GLsizei) w, (GLsizei) h);

glMatrixMode (GL_PROJECTION);

glLoadIdentity ();

gluPerspective(60.0, 1.0, 1.5, 20.0);

glMatrixMode (GL_MODELVIEW);

}

int main(int argc, char** argv)

{

glutInit(&argc, argv);

glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);

glutInitWindowSize (500, 500);

glutInitWindowPosition (100, 100);

glutCreateWindow (argv[0]);

ilInit();

iluInit();

ilutRenderer(ILUT_OPENGL);

init ();

glutDisplayFunc(display);

glutReshapeFunc(reshape);

glutMainLoop();

return 0;

}

?

?

 

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