Reputation: 5881
I have created 2 sphere's, and I am currently trying to texture them. However the texture coordinates seem to be a bit off.
The Texture (Just supposed to be a window or some kind of break):
The result of the texture being applied to both spheres (You can ignore the black lines not around the square, that's just the camera - yes it's an AR app):
Now I exported the Sphere using a perl script I found that converts obj files to a list of vertices and texture coords OBJ2OPENGL. And the obj file has been converted with 2160 Vertices.
When I render the sphere:
GLES20.glVertexAttribPointer(vertexHandle, 3, GLES20.GL_FLOAT,
false, 0, ufo_sphere.getVertices());
GLES20.glVertexAttribPointer(normalHandle, 3, GLES20.GL_FLOAT,
false, 0, ufo_sphere.getNormals());
GLES20.glVertexAttribPointer(textureCoordHandle, 3,
GLES20.GL_FLOAT, false, 0, ufo_sphere.getTexCoords());
GLES20.glEnableVertexAttribArray(vertexHandle);
GLES20.glEnableVertexAttribArray(normalHandle);
GLES20.glEnableVertexAttribArray(textureCoordHandle);
// activate texture 0, bind it, and pass to shader
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,
mTextures.get(textureIndex).mTextureID[0]);
GLES20.glUniform1i(texSampler2DHandle, 0);
// pass the model view matrix to the shader
GLES20.glUniformMatrix4fv(mvpMatrixHandle, 1, false,
modelViewProjection, 0);
//GLES20.glDrawElements(GLES20.GL_TRIANGLES, sphere.getNumObjectVertex(), GLES20.GL_UNSIGNED_SHORT, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, sphere.getNumObjectVertex()); // I have tried TRIANGLES and TRIANGLE_FAN as well
// disable the enabled arrays
GLES20.glDisableVertexAttribArray(vertexHandle);
GLES20.glDisableVertexAttribArray(normalHandle);
GLES20.glDisableVertexAttribArray(textureCoordHandle);
Upvotes: 0
Views: 695
Reputation: 725
I can see at least one thing which seems to be wrong...
GLES20.glVertexAttribPointer(textureCoordHandle, 3,
GLES20.GL_FLOAT, false, 0, ufo_sphere.getTexCoords());
Texture coordinates typically have a size of 2 (u, v). So you could try this instead:
GLES20.glVertexAttribPointer(textureCoordHandle, 2,
GLES20.GL_FLOAT, false, 0, ufo_sphere.getTexCoords());
Also, in the link you provided they use the GL_TRIANGLES format instead of GL_TRIANGLE_STRIP so you should switch back to that.
Upvotes: 1