Reputation: 49
I want to put textures on the phrase I created. However, currently my code does not have texture mapping. It only opens a warning that the file cannot be opened when it runs. Why? And please fix it.
void view() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, id);
glutSolidSphere(0.4, 20, 20);
}
void main(int argc, char** argv) {
unsigned int id;
AUX_RGBImageRec *texture;
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(1200, 800);
glutCreateWindow("test");
GLfloat plane_coef_s[] = { 1.0, 0.0, 0.0, 1.0 };
GLfloat plane_coef_t[] = { 0.0, 1.0, 0.0, 1.0 };
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, plane_coef_s);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_T, GL_OBJECT_PLANE, plane_coef_t);
sphere = gluNewQuadric();
gluQuadricTexture(sphere, GL_TRUE);
tex = auxDIBImageLoad("test.bmp");
glGenTextures(2, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, tex->sizeX, tex->sizeY, 0, GL_RGB,
GL_UNSIGNED_BYTE, tex->data);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
Upvotes: 3
Views: 66
Reputation: 62
First, make sure the text.bmp file is in the same location as the .cpp file.
glutSolidSphere (0.4, 20);
does not seem to have texture mapping.
Declares GLUquadric *sphere;
as a global variable and change
glugSphere (sphere, 0.4, 20, 20);
.
And you have to declare these two variables as global variables.
So, switch to the code below.
unsigned int id;
AUX_RGBImageRec *texture;
GLUquadric *sphere;
void view() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, id);
gluSphere(sphere, 0.4, 20, 20);
}
void main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(1200, 800);
glutCreateWindow("test");
GLfloat plane_coef_s[] = { 1.0, 0.0, 0.0, 1.0 };
GLfloat plane_coef_t[] = { 0.0, 1.0, 0.0, 1.0 };
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, plane_coef_s);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_T, GL_OBJECT_PLANE, plane_coef_t);
sphere = gluNewQuadric();
gluQuadricTexture(sphere, GL_TRUE);
tex = auxDIBImageLoad("test.bmp");
glGenTextures(2, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, tex->sizeX, tex->sizeY, 0, GL_RGB,
GL_UNSIGNED_BYTE, tex->data);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
Upvotes: 3