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Lorenzo Romero Guidi

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About Lorenzo Romero Guidi

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  1. Lorenzo Romero Guidi

    Problems with textures: environment mapping and object linear textures

    I'm making this game for my last university exam so I'm not interested to obtain a beautiful work, but a good work taking also care of the time passed on it. So I'll try shader implementation only if it's not possible to obtain what I like without it. Sorry but I'm a deb to 3d game programming and also in set textures, so can you please tell me what's wrong with the texturing behavior of my road texture and what I should add/change to get what I like? Thank you very much and sorry again! Sorry also for my not perfect english, five years since last english lesson! :-)
  2. Lorenzo Romero Guidi

    Problems with textures: environment mapping and object linear textures

    This is what I should get. [attachment=8061:What I Should Get.png] And this is what I got. [attachment=8062:What I Got.png] While the game begins, it renders like it should be, but a second later and all the following rendering loops, it renders badly. And I don't understand why.
  3. Lorenzo Romero Guidi

    Problems with textures: environment mapping and object linear textures

    So I have to put the LoadTexture function in a Class TextureLoader, and add a textureLoader object in every object of the 3d game so I can call LoadTexture inside the object I like to texture? And this won't get textures mixed up? Sorry and thanks.
  4. Lorenzo Romero Guidi

    Problems with textures: environment mapping and object linear textures

    File car.cpp: GLenum minfilter = GL_NEAREST; GLenum magfilter = GL_NEAREST; GLenum env = GL_MODULATE; GLenum wraps = GL_REPEAT; GLenum wrapt = GL_REPEAT; extern bool useEnvmap; .... // Funzione che prepara tutto per usare un env map void SetupEnvmapTexture() { // facciamo binding con la texture 1 glBindTexture(GL_TEXTURE_2D,1); glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_GEN_S); // abilito la generazione automatica delle coord texture S e T glEnable(GL_TEXTURE_GEN_T); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE , GL_SPHERE_MAP); // Env map glTexGeni(GL_T, GL_TEXTURE_GEN_MODE , GL_SPHERE_MAP); glColor3f(1,1,1); // metto il colore neutro (viene moltiplicato col colore texture, componente per componente) glDisable(GL_LIGHTING); // disabilito il lighting OpenGL standard (lo faccio con la texture) } // funzione che prepara tutto per creare le coordinate tessitura (s,t) da (x,y,z) // Mappo l'intervallo [ minY , maxY ] nell'intervallo delle T [0..1] // e l'intervallo [ minZ , maxZ ] nell'intervallo delle S [0..1] void SetupWheelTexture(Point3 min, Point3 max) { glBindTexture(GL_TEXTURE_2D,0); glEnable(GL_TEXTURE_2D); // ulilizzo le coordinate OGGETTO // cioe' le coordnate originali, PRIMA della moltiplicazione per la ModelView // in modo che la texture sia "attaccata" all'oggetto, e non "proiettata" su esso glTexGeni(GL_S, GL_TEXTURE_GEN_MODE , GL_OBJECT_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE , GL_OBJECT_LINEAR); float sz=1.0/(max.Z() - min.Z()); float ty=1.0/(max.Y() - min.Y()); float s[4]={0,0,sz, - min.Z()*sz }; float t[4]={0,ty,0, - min.Y()*ty }; glTexGenfv(GL_S, GL_OBJECT_PLANE, s); glTexGenfv(GL_T, GL_OBJECT_PLANE, t); } ..... void Car::RenderAllParts(bool usecolor) const { // disegna la carliga con una mesh glPushMatrix(); glScalef(-0.05,0.05,-0.05); // patch: riscaliamo la mesh di 1/10 glTranslatef(px,-wheelBR1.bbmin.Y()+0.5,0); if (!useEnvmap) { if (usecolor) glColor3f(1,0,0); // colore rosso, da usare con Lighting } else { if (usecolor); SetupEnvmapTexture(); } carlinga.RenderNxV(); // rendering delle mesh carlinga usando normali per vertice if (usecolor) glEnable(GL_LIGHTING); for (int i=0; i<2; i++) { // i==0 -> disegno ruote destre. // i==1 -> disegno ruote sinistre. int sign; if (i==0) sign=1; else sign=-1; glPushMatrix(); if (i==1) { glTranslatef(0,+wheelFR1.Center().Y(), 0); glRotatef(180, 0,0,1 ); glTranslatef(0,-wheelFR1.Center().Y(), 0); } glTranslate( wheelFR1.Center() ); glRotatef( sign*sterzo,0,1,0); glRotatef(-sign*mozzoA,1,0,0); glTranslate( -wheelFR1.Center() ); if (usecolor) { glColor3f(.6,.6,.6); SetupWheelTexture(wheelFR1.bbmin,wheelFR1.bbmax); } wheelFR1.RenderNxF(); // la ruota viene meglio FLAT SHADED - normali per faccia // provare x credere glDisable(GL_TEXTURE_2D); if (usecolor) glColor3f(0.9,0.9,0.9); wheelFR2.RenderNxV(); glPopMatrix(); glPushMatrix(); if (i==1) { glTranslatef(0,+wheelBR1.Center().Y(), 0); glRotatef(180, 0,0,1 ); glTranslatef(0,-wheelBR1.Center().Y(), 0); } glTranslate( wheelBR1.Center() ); glRotatef(-sign*mozzoA,1,0,0); glTranslate( -wheelBR1.Center() ); if (usecolor) { glColor3f(.6,.6,.6); SetupWheelTexture(wheelBR1.bbmin,wheelBR1.bbmax); } wheelBR1.RenderNxF(); glDisable(GL_TEXTURE_2D); if (usecolor) glColor3f(0.9,0.9,0.9); wheelBR2.RenderNxV(); glPopMatrix(); } glPopMatrix(); } ...... // disegna a schermo void Car::Render() const { // sono nello spazio mondo drawAxis(); // disegno assi spazio mondo glPushMatrix(); glTranslatef(px,py,pz); glRotatef(facing, 0,1,0); // sono nello spazio MACCHINA drawAxis(); // disegno assi spazio macchina //fari auto DrawHeadlight(-0.3,0,-1, 0); // accendi faro sinistro DrawHeadlight(+0.3,0,-1, 1); // accendi faro destro RenderAllParts(true); // ombra! glColor3f(0.4,0.4,0.4); // colore fisso glTranslatef(0,0.045,0); // alzo l'ombra di un epsilon per evitare z-fighting con il pavimento glScalef(1.01,0,1.01); // appiattisco sulla Y, ingrandisco dell'1% sulla Z e sulla X glDisable(GL_LIGHTING); // niente lighing per l'ombra RenderAllParts(false); // disegno la macchina appiattita glEnable(GL_LIGHTING); glPopMatrix(); glPopMatrix(); } void SetRoadTexture() { glBindTexture(GL_TEXTURE_2D,2); glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glColor3f(1,1,1); // metto il colore neutro (viene moltiplicato col colore texture, componente per componente) glDisable(GL_LIGHTING); // disabilito il lighting OpenGL standard (lo faccio con la texture) } void Circuit::Render() const { glPushMatrix(); glRotatef(90.0,-1,0,0); // glRotatef(90.0,-1,0,0); glRotatef(90.0,0,0,-1); // glRotatef(90.0,0,0,-1); glTranslatef(-130.0,-252.5,0.004); //glTranslatef(195.0,-230.0,0.004); glScalef(63.0,36.0,1.0); //glScalef(26.0,42.0,1.0); SetRoadTexture(); road.RenderNxV(); glPopMatrix(); } File main.cpp ...... bool LoadTexture(int textbind,char *filename) { SDL_Surface *s = IMG_Load(filename); if (!s) return false; glBindTexture(GL_TEXTURE_2D, textbind); gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGB, s->w, s->h, GL_RGB, GL_UNSIGNED_BYTE, s->pixels ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); //GL_LINEAR glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); //GL_LINEAR_MIPMAP_LINEAR return true; } ...... int main(int argc, char* argv[]) { ....... glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_NORMALIZE); // opengl, per favore, rinormalizza le normali // prima di usarle glEnable(GL_CULL_FACE); glFrontFace(GL_CW); // consideriamo Front Facing le facce ClockWise glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glEnable(GL_POLYGON_OFFSET_FILL); // caro openGL sposta i // frammenti generati dalla // rasterizzazione poligoni glPolygonOffset(1,1); // indietro di 1 if (!LoadTexture(0,"textures/logo.jpg")) return 0; if (!LoadTexture(1,"textures/envmap_flipped.jpg")) return 0; if (!LoadTexture(2,"textures/road.jpg")) return 0; ....... (renders of car(and wheels) and circuit) }
  5. I'm making a 3d car racing games with OpenGL/SDL. The base core I started from was a simple formula1 car with some textures: environment(sphere) mapping for the skeleton and object linear texture mapping for the wheels. I add a simple .off track and texture it with a simple 2d road texture with automatic generation of s and t using GL_TEXTURE_GEN_S&T, and setting s and t wraps at GL_REPEAT. The track's texture renders with problems if I also render car's textures. I don't know how can I modify car's textures code to render track texture not distorted (it renders like lines of different gradients of track's texture color, not like a repetition of the texture I map). If you need code, ask. Thanks.
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