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Lesson 06 : Problem when using u, v superior to 1.0f

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Hi Everyone,

 

I'm having this problem with using U, Vs on my Textures, using the SOIL Library.

If I pass a u or v superior to 1.0f, the texture will only show fully at u:0.0f and v:0,0f scaled down correctly, but all the other positions will be bugged out and stretched...

 

When using Glaux, I didn't have that problem, but ever since switching to SOIL, does that.

 

 

Here is my code for loading my textures:

 

void LoadTextures()

{

 

//LOAD TEXTURES
 
//GRASS TEXTURE TEXTURE 0
    texture[0] = SOIL_load_OGL_texture("Data/Grass00.bmp", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
 
    if(texture[0] == 0)
        return false;
 
    // Typical Texture Generation Using Data From The Bitmap
    glBindTexture(GL_TEXTURE_2D, texture[0]);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
 
 
//STONEWALL TEXTURE 1
    texture[1] = SOIL_load_OGL_texture("Data/StoneWall00.bmp", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
 
    if(texture[1] == 0)
        return false;
 
    // Typical Texture Generation Using Data From The Bitmap
    glBindTexture(GL_TEXTURE_2D, texture[1]);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
 
//STONEWALLDOOR TEXTURE 2
    texture[2] = SOIL_load_OGL_texture("Data/WoodStoneDoor00.bmp", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
 
    if(texture[2] == 0)
        return false;
 
    // Typical Texture Generation Using Data From The Bitmap
    glBindTexture(GL_TEXTURE_2D, texture[2]);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
 
return true;
 
}
 
And Here is my code for Drawing an Object:
 
void CHouse::Draw(GLuint texture)
{
 
glBindTexture(GL_TEXTURE_2D, texture);
 
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
glTexCoord2f(m_u1,m_v1); glVertex3f(m_x1,m_y1,m_z2);
glTexCoord2f(m_u2,m_v1); glVertex3f(m_x2,m_y1,m_z2);
glTexCoord2f(m_u2,m_v2); glVertex3f(m_x2,m_y2,m_z2);
glEnd();
 
glBindTexture(GL_TEXTURE_2D, texture);
 
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
glTexCoord2f(m_u2,m_v2); glVertex3f(m_x2,m_y2,m_z2);
glTexCoord2f(m_u1,m_v2); glVertex3f(m_x1,m_y2,m_z2);
glTexCoord2f(m_u1,m_v1); glVertex3f(m_x1,m_y1,m_z2);
glEnd();
 
glBindTexture(GL_TEXTURE_2D, texture);
 
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
glTexCoord2f(m_u1,m_v1); glVertex3f(m_x1,m_y1,m_z1);
glTexCoord2f(m_u2,m_v1); glVertex3f(m_x2,m_y1,m_z1);
glTexCoord2f(m_u2,m_v2); glVertex3f(m_x2,m_y2,m_z1);
glEnd();
 
glBindTexture(GL_TEXTURE_2D, texture);
 
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
glTexCoord2f(m_u2,m_v2); glVertex3f(m_x2,m_y2,m_z1);
glTexCoord2f(m_u1,m_v2); glVertex3f(m_x1,m_y2,m_z1);
glTexCoord2f(m_u1,m_v1); glVertex3f(m_x1,m_y1,m_z1);
glEnd();
 
glBindTexture(GL_TEXTURE_2D, texture);
 
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
glTexCoord2f(m_u1,m_v1); glVertex3f(m_x2,m_y1,m_z2);
glTexCoord2f(m_u2,m_v1); glVertex3f(m_x2,m_y1,m_z1);
glTexCoord2f(m_u2,m_v2); glVertex3f(m_x2,m_y2,m_z1);
glEnd();
 
glBindTexture(GL_TEXTURE_2D, texture);
 
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
glTexCoord2f(m_u2,m_v2); glVertex3f(m_x2,m_y2,m_z1);
glTexCoord2f(m_u1,m_v2); glVertex3f(m_x2,m_y2,m_z2);
glTexCoord2f(m_u1,m_v1); glVertex3f(m_x2,m_y1,m_z2);
glEnd();
 
glBindTexture(GL_TEXTURE_2D, texture);
 
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
glTexCoord2f(m_u1,m_v1); glVertex3f(m_x1,m_y1,m_z2);
glTexCoord2f(m_u2,m_v1); glVertex3f(m_x1,m_y1,m_z1);
glTexCoord2f(m_u2,m_v2); glVertex3f(m_x1,m_y2,m_z1);
glEnd();
 
glBindTexture(GL_TEXTURE_2D, texture);
 
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
glTexCoord2f(m_u2,m_v2); glVertex3f(m_x1,m_y2,m_z1);
glTexCoord2f(m_u1,m_v2); glVertex3f(m_x1,m_y2,m_z2);
glTexCoord2f(m_u1,m_v1); glVertex3f(m_x1,m_y1,m_z2);
glEnd();
 
if(xtrans <= -(m_x1-0.2) && xtrans >= -(m_x2+0.2) && ztrans <= -(m_z1-0.2) && ztrans >= -(m_z2+0.2))
{
 
if(MoveForward)
{
xpos += 2*(float)sin(heading*piover180) * 0.05f;
zpos += 2*(float)cos(heading*piover180) * 0.05f;
}
 
if(MoveBackward)
{
xpos -= 2*(float)sin(heading*piover180) * 0.05f;
zpos -= 2*(float)cos(heading*piover180) * 0.05f;
}
 
}
 
m_Door->Draw(texture);
 
}
 

Thanks

 

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