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About theJuniorOne

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  1. Hey so I have spent the past weekend trying to get my Camera to rotate in opengl, using quaternions. From what I understand the Math appears to be correct but when it runs, the camera just rotates to apparently wherever it feels like. Anyways here is the code hopefully some one can help me out here. [code]void Camera:: RotateCamera(double Angle, double _x, double _y, double _z) { std::cout<<" before point of focus ("<<pointOfFocus.x<<","<<pointOfFocus.y<<","<<pointOfFocus.z<<")"<<std::endl; //create a quaternion given the angle and vector Quaternion4f temp,temp2, Dist, result; //get both sides of the rotation quaternion temp.FromAxis(Vector3f(_x,_y,_z), Angle); temp2 = temp.getConjugate(); //make the quaternion out of the direction vector Dist = Quaternion4f(0,direction.x,direction.y,direction.z); //rotate the DIST quaternion by temp result = (temp * Dist) * temp2; //set the new direction to be the result direction.set(result.x, result.y, result.z); //solve for new point of focus pointOfFocus = direction + position; //normalize the direction direction.normalize(); std::cout<<" after point of focus ("<<pointOfFocus.x<<","<<pointOfFocus.y<<","<<pointOfFocus.z<<")"<<std::endl; }[/code] [code]void Camera:: Render() { gluLookAt( position.x, position.y, position.z, pointOfFocus.x, pointOfFocus.y, pointOfFocus.z, up.x, up.y, up.z); }[/code] Thanks in advance
  2. OpenGL Texture Mapping Issues

    Yeah Thanks for the quick response, one of the other programmers was actually able to come up with that solution and it worked, thanks though.
  3. OpenGL Texture Mapping Issues

    Yeah that is what I figured but I cant figure out why and I have asked my artist over and over again if its UV mapped correctly and according to him and maya it is. So I dont know why it is getting incorrect values for the UV's
  4. Hi, I have been working on a project for school and I am having some problems with texturing a model after I load it from a file. The models seem to all be load and drawn fine, but the textures appear to just be placed anywhere they want on the model itself. as see below. [attachment=7676:model loader.png] below is the code involved aswell Load the Model [code]ObjectModelType * LoadObjectModel(char *data, int datasize) { Vector3f objboundingboxmin(9999,9999,9999); Vector3f objboundingboxmax(0,0,0); char *memoryPositionPtr, *endOfMemoryPtr; int c=0, polyCtr=0, vertexCtr=0, uvCtr=0, normalCtr=0; ObjectModelType *theModel; theModel = (ObjectModelType *)calloc(1,sizeof(ObjectModelType)); memoryPositionPtr = data; // current position and end location pointers endOfMemoryPtr = data + datasize; while (memoryPositionPtr != endOfMemoryPtr) { if (*memoryPositionPtr == 'v') // theModel->VertexCount++; // removed if (*(memoryPositionPtr+1) == 't') // added theModel->UVvertexCount++; // added else if (*(memoryPositionPtr+1) == 'n') theModel->NormalCount++; else // added theModel->VertexCount++; // added else if (*memoryPositionPtr == 'f') theModel->PolygonCount++; while (*memoryPositionPtr++ != 0x0A) ; } //allocate memory for the model data theModel->VertexArray = (ObjectVertexType *)malloc(sizeof(ObjectVertexType)*theModel->VertexCount); theModel->NormalArray = (ObjectNormalType *)malloc(sizeof(ObjectNormalType)*theModel->NormalCount);// now allocate the arrays theModel->UVArray = (ObjectUVType *)malloc(sizeof(ObjectUVType)*theModel->UVvertexCount); // added theModel->PolygonArray = (ObjectPolygonType *)malloc(sizeof(ObjectPolygonType)*theModel->PolygonCount); memoryPositionPtr = data; // finally, go back and scan the values vertexCtr = 1; polyCtr = uvCtr = 0; // reset values // added modified while (memoryPositionPtr != endOfMemoryPtr) { if (*memoryPositionPtr=='v') // might be a vertex or a uv coord { if (*(memoryPositionPtr+1) == 't') // it's a uv coord { sscanf(memoryPositionPtr,"vt %f %f",&theModel->UVArray[uvCtr].u, &theModel->UVArray[uvCtr].v); uvCtr++; } else if (*(memoryPositionPtr+1) == 'n') // it's a normal coord { sscanf(memoryPositionPtr,"v %f %f %f",&theModel->NormalArray[normalCtr].x, &theModel->NormalArray[normalCtr].y, &theModel->NormalArray[normalCtr].z); normalCtr++; } else // no, it's a vertex { sscanf(memoryPositionPtr,"v %f %f %f",&theModel->VertexArray[vertexCtr].x, &theModel->VertexArray[vertexCtr].y, &theModel->VertexArray[vertexCtr].z); if (objboundingboxmin.x > theModel->VertexArray[vertexCtr].x) { objboundingboxmin.x = theModel->VertexArray[vertexCtr].x; theModel->bbminx = objboundingboxmin.x; } if (objboundingboxmin.y > theModel->VertexArray[vertexCtr].y) { objboundingboxmin.y = theModel->VertexArray[vertexCtr].y; } if (objboundingboxmin.z > theModel->VertexArray[vertexCtr].z) { objboundingboxmin.z = theModel->VertexArray[vertexCtr].z; } if (objboundingboxmax.x < theModel->VertexArray[vertexCtr].x) { objboundingboxmax.x = theModel->VertexArray[vertexCtr].x; } if (objboundingboxmax.y < theModel->VertexArray[vertexCtr].y) { objboundingboxmax.y = theModel->VertexArray[vertexCtr].y; } if (objboundingboxmax.z < theModel->VertexArray[vertexCtr].z) { objboundingboxmax.z = theModel->VertexArray[vertexCtr].z; } theModel->bbminx = objboundingboxmin.x; theModel->bbminy = objboundingboxmin.y; theModel->bbminz = objboundingboxmin.z; theModel->bbmaxx = objboundingboxmax.x; theModel->bbmaxy = objboundingboxmax.y; theModel->bbmaxz = objboundingboxmax.z; vertexCtr++; } } else if (*memoryPositionPtr=='f') { sscanf(memoryPositionPtr,"f %d/%d/%d %d/%d/%d %d/%d/%d ", &theModel->PolygonArray[polyCtr].Vertex[0],&theModel->PolygonArray[polyCtr].UV[0],&theModel->PolygonArray[polyCtr].Normal[0], // added modified &theModel->PolygonArray[polyCtr].Vertex[1],&theModel->PolygonArray[polyCtr].UV[1],&theModel->PolygonArray[polyCtr].Normal[1], // added modified &theModel->PolygonArray[polyCtr].Vertex[2],&theModel->PolygonArray[polyCtr].UV[2],&theModel->PolygonArray[polyCtr].Normal[2]);// added modified polyCtr++; } while (*memoryPositionPtr++ != (char) 0x0A) ; } return theModel; } //#include <direct.h> /* supports _getcwd to get the current working directory if their are problems finding the file */ long LoadObjectFile(const char* filename, char** data) { long bytes = 0; FILE* theFile; // char buffer[_MAX_PATH]; _getcwd( buffer, _MAX_PATH ); /* Get the current working directory: */ theFile = fopen(filename, "rt"); if (theFile != NULL) { fseek(theFile, 0, SEEK_END); long end = ftell(theFile); fseek(theFile, 0, SEEK_SET); *data = (char*) malloc(end); bytes = (long)fread(*data, sizeof(char), (size_t)end, theFile); fclose(theFile); } return bytes; }[/code] Loading and Applying Textures [code]void Entity::loadImage(const char* filename) { ILuint ilimg; ilGenImages(1, &ilimg); ilBindImage(ilimg); //load image if(!ilLoadImage(filename)) { printf("Error: Could load image %s\n", filename); return; } glGenTextures(1, &image); glBindTexture(GL_TEXTURE_2D, image); ILuint bpp = ilGetInteger(IL_IMAGE_BPP); ILuint width = ilGetInteger(IL_IMAGE_WIDTH); ILuint height = ilGetInteger(IL_IMAGE_HEIGHT); ILuint format = ilGetInteger(IL_IMAGE_FORMAT); ILubyte *data = ilGetData(); glPixelStorei(GL_UNPACK_ALIGNMENT,1); 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_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, bpp, width, height, 0, format, GL_UNSIGNED_BYTE, data); ilDeleteImages(1, &ilimg); } void Entity :: ApplyTexture() { glEnable(GL_NORMALIZE); glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE, GL_MODULATE); glBindTexture(GL_TEXTURE_2D,image); glEnable(GL_REPEAT); }[/code] Drawing the model [code]void Entity::draw() { /*draw the object in opengl to current location*/ glPushMatrix(); glColor3f(1,1,1); glTranslatef( currentAnimState->position.x, currentAnimState->position.y, currentAnimState->position.z); //ApplyTexture(); for(long i=0; i<currentPose->PolygonCount;i++) { long v1 = currentPose->PolygonArray[i].Vertex[0]; long v2 = currentPose->PolygonArray[i].Vertex[1]; long v3 = currentPose->PolygonArray[i].Vertex[2]; long uv1 = currentPose->PolygonArray[i].UV[0]; long uv2 = currentPose->PolygonArray[i].UV[1]; long uv3 = currentPose->PolygonArray[i].UV[2]; long vn1 = currentPose->PolygonArray[i].Normal[0]; long vn2 = currentPose->PolygonArray[i].Normal[1]; long vn3 = currentPose->PolygonArray[i].Normal[2]; ApplyTexture(); glBegin(GL_TRIANGLES); //point 1 glNormal3f(currentPose->NormalArray[vn1].x,currentPose->NormalArray[vn1].y,currentPose->NormalArray[vn1].z); glTexCoord2f(currentPose->UVArray[uv1].u,currentPose->UVArray[uv1].v); glVertex3f(currentPose->VertexArray[v1].x,currentPose->VertexArray[v1].y,currentPose->VertexArray[v1].z ); //point 2 glNormal3f(currentPose->NormalArray[vn2].x,currentPose->NormalArray[vn2].y,currentPose->NormalArray[vn2].z); glTexCoord2f(currentPose->UVArray[uv2].u,currentPose->UVArray[uv2].v); glVertex3f(currentPose->VertexArray[v2].x,currentPose->VertexArray[v2].y,currentPose->VertexArray[v2].z ); //point 3 glNormal3f(currentPose->NormalArray[vn3].x,currentPose->NormalArray[vn3].y,currentPose->NormalArray[vn3].z); glTexCoord2f(currentPose->UVArray[uv3].u,currentPose->UVArray[uv3].v); glVertex3f(currentPose->VertexArray[v3].x,currentPose->VertexArray[v3].y,currentPose->VertexArray[v3].z ); glEnd(); } glPopMatrix(); }[/code] any help would really be appreciated, I have spent many long nights trying to figure this out, also let me know If you want to me to include any other code. Thanks in advance.