Reputation: 694
I have this OpenGL project I'm working on and I have these 2 PNG files that I need to bind to two different objects. What I have so far just binds the most recently loaded texture to everything.
I load my PNGs like this:
void load_texture(GLuint texture, const char* filename, int x, int y) {
Fl_PNG_Image image(filename); // load texturemap
glBindTexture(GL_TEXTURE_2D, texture);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE , GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, x, y, GL_RGB, GL_UNSIGNED_BYTE, image.data()[0]);
}
In init I've got this:
GLuint* textures;
...
int main(void) {
...
textures = new GLuint[2];
glGenTextures(2, textures);
...
in my draw function I'm doing this:
glEnable(GL_TEXTURE_2D);
load_texture(textures[1], "wood.png", 64, 64);
load_texture(textures[0], "brick.png", 128, 128);
for (unsigned int x = 0; x < x_size; ++x) {
for (unsigned int z = 0; z < z_size; ++z) {
char type = m->get_object(x,z);
switch (type) {
case 'W': {
// Front Face
glBegin(GL_QUADS);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glColor3f(1.0, 1.0, 1.0);
glTexCoord2f(0.0, 1.0); glVertex3f(x , 1, z + 1);
glTexCoord2f(1.0, 1.0); glVertex3f(x + 1, 1, z + 1);
glTexCoord2f(1.0, 0.0); glVertex3f(x + 1, 0, z + 1);
glTexCoord2f(0.0, 0.0); glVertex3f(x , 0, z + 1);
// Back Face
glTexCoord2f(0.0, 1.0); glVertex3f(x + 1, 1, z);
glTexCoord2f(1.0, 1.0); glVertex3f(x , 1, z);
glTexCoord2f(1.0, 0.0); glVertex3f(x , 0, z);
glTexCoord2f(0.0, 0.0); glVertex3f(x + 1, 0, z);
// Right face
glTexCoord2f(0.0, 1.0); glVertex3f(x + 1, 1, z + 1);
glTexCoord2f(1.0, 1.0); glVertex3f(x + 1, 1, z );
glTexCoord2f(1.0, 0.0); glVertex3f(x + 1, 0, z );
glTexCoord2f(0.0, 0.0); glVertex3f(x + 1, 0, z + 1);
// Left Face
glTexCoord2f(0.0, 1.0); glVertex3f(x, 1, z );
glTexCoord2f(1.0, 1.0); glVertex3f(x, 1, z + 1);
glTexCoord2f(1.0, 0.0); glVertex3f(x, 0, z + 1);
glTexCoord2f(0.0, 0.0); glVertex3f(x, 0, z );
glEnd();
break;
}
case ' ': {
// Draw floor
glBegin(GL_QUADS);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexCoord2f(0.0, 0.0); glVertex3f(x , 0, z );
glTexCoord2f(0.0, 1.0); glVertex3f(x , 0, z + 1);
glTexCoord2f(1.0, 1.0); glVertex3f(x + 1, 0, z + 1);
glTexCoord2f(1.0, 0.0); glVertex3f(x + 1, 0, z );
glEnd();
// Draw roof
glBegin(GL_QUADS);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexCoord2f(0.0, 0.0); glVertex3f(x , 1, z );
glTexCoord2f(0.0, 1.0); glVertex3f(x , 1, z + 1);
glTexCoord2f(1.0, 1.0); glVertex3f(x + 1, 1, z + 1);
glTexCoord2f(1.0, 0.0); glVertex3f(x + 1, 1, z );
glEnd();
break;
}
default:
break;
}
}
It looks like this:
But the wood.png
looks like this:
and should be rendering on the floor and ceiling. Any insights would be greatly appreciated. Thanks in advance, Max
Upvotes: 0
Views: 2634
Reputation: 5759
You can not call glBindTexture
between glBegin
and glEnd
.
GL_INVALID_OPERATION is generated if glBindTexture is executed between the execution of glBegin and the corresponding execution of glEnd.
See glBindTexture documentation.
Upvotes: 4