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Waldoo

Nehe's lesson 8

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How do you load different pictures on each side of cube in Nehe''s lesson 8 ? The reason I ask that because nehe wrote lenthy transparency and loadtexures code in it. I dont know where good place to add multiple textures in it. Waldoo

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Could you please post code example here. I do understand what you are saying but I am newbie in VC++ and OpenGL. I hope you will be willing to post code here.

Waldoo

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Great I would like to see your work

I made array on texture load for 16 sides out of 32. I have some work left to go but I think there got to be a way to compress it. I probably need to use variable as array on texture load. If it will work. How do you generate array in variable for texture load and filename? I know its easy, I am newbie in VC++ and I dont know its rules. I ve used Basic and Visual Basic for many years.

Waldoo

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I am greatly sorry that I don't have a complete solution. However, this is what I got. I just can't seem to get it to bind the individual textures. The idea is there, though.

      
GLuint texture[6]; // Storage For 6 Images -- UPDATED! (Note, We'll Only Use One Filter)

char *texname[6] = {"Data/glass.bmp",
"Data/glass2.bmp",
"Data/glass3.bmp", //Filenames For Our Images -- NEW!

"Data/glass4.bmp",
"Data/glass5.bmp",
"Data/glass6.bmp"};

This will go in your initialization section, and replace the original line that declares your textures.
  
int LoadGLTextures() // Load Bitmaps And Convert To Textures

{
int Status=FALSE; // Status Indicator


AUX_RGBImageRec *TextureImage; // Create Storage Space For The Texture


for(int numtex = 0; numtex < 6; numtex++) //Loop Through All Our Textures To Load Them -- NEW!

{
glGenTextures(1, &texture[numtex]); // Create A Texture Slot


//memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL

TextureImage = NULL;

// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit

if (TextureImage=LoadBMP(texname[numtex]))
{
Status=TRUE; // Set The Status To TRUE


// Create MipMapped Texture

glBindTexture(GL_TEXTURE_2D, texture[numtex]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage->sizeX, TextureImage->sizeY, GL_RGB,
GL_UNSIGNED_BYTE, TextureImage->data);
}

if (TextureImage) // If Texture Exists

{
if (TextureImage->data) // If Texture Image Exists

{
free(TextureImage->data); // Free The Texture Image Memory

}

free(TextureImage); // Free The Image Structure

}
}

return Status; // Return The Status

}

I think this is the problem area. However, I have no clue as to why it doesn't work.

  
glBindTexture(GL_TEXTURE_2D, texture[1]); //Bind Our Next Texture To This Side -- NEW!



When using the different textures, place a line like this before you make your respective calls to glVertex3f(). Replace the 1 with the number of the texture (0-5) that you'd like to use.

Hope this helps a bit,
ZE.


//email me.//zealouselixir software.//msdn.//n00biez.//
miscellaneous links

[if you have a link proposal, email me.]

EDITED for formatting
EDITED because the forums are screwing with my head...

Edited by - zealouselixir on February 18, 2002 2:23:31 PM

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I found what the problem you had. TextureImage need array too before it may enter into data (memory)

To load texture with array:
if (TextureImage[newtexB]=LoadBMP("x1.bmp")) //put this line in "int LoadGLTextures()" paragraph

One more question how do you generate array in filename? like this x[array].bmp ?

Thank for very much for the code

waldoo

Edited by - Waldoo on February 18, 2002 3:17:11 PM

Edited by - Waldoo on February 18, 2002 4:00:17 PM

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