Reputation: 495
i am new in opengl using python with PyOpengl , i have a problem , i am tying to render a cube and texture it using some images , the cube has ( face , back , right side , left side ) the problem is that the textures that drawing in last is overlapping all other textures like that :
the link to video shows the problem
my code :
import pygame
import sys
from OpenGL.GL import *
from OpenGL.GLU import *
import numpy as np
import sys
import cv2
pygame.init()
screen = pygame.display.set_mode(
(1024,1024),pygame.DOUBLEBUF|
pygame.OPENGL|pygame.OPENGLBLIT)
texture=None
def cube():
glBindTexture(GL_TEXTURE_2D, texture[0])
glBegin(GL_QUADS)
glTexCoord2f(0.0,0.0); glVertex3fv((-0.5,-0.5,1))
glTexCoord2f(1.0,0.0); glVertex3fv((0.5,-0.5,1))
glTexCoord2f(1.0,1.0); glVertex3fv((0.5,0.5,1))
glTexCoord2f(0.0,1.0); glVertex3fv((-0.5,0.5,1))
glEnd()
glBindTexture(GL_TEXTURE_2D, texture[1])
glBegin(GL_QUADS)
glTexCoord2f(0.0,0.0); glVertex3fv((-0.5,-0.5,-1))
glTexCoord2f(1.0,0.0); glVertex3fv((0.5,-0.5,-1))
glTexCoord2f(1.0,1.0); glVertex3fv((0.5,0.5,-1))
glTexCoord2f(0.0,1.0); glVertex3fv((-0.5,0.5,-1))
glEnd()
glBindTexture(GL_TEXTURE_2D, texture[2])
glBegin(GL_QUADS)
glTexCoord2f(0.0,0.0); glVertex3fv((0.5,-0.5,1))
glTexCoord2f(1.0,0.0); glVertex3fv((0.5,-0.5,-1))
glTexCoord2f(1.0,1.0); glVertex3fv((0.5,0.5,-1))
glTexCoord2f(0.0,1.0); glVertex3fv((0.5,0.5,1))
glEnd()
glBindTexture(GL_TEXTURE_2D, texture[3])
glBegin(GL_QUADS)
glTexCoord2f(0.0,0.0); glVertex3fv((-0.5,-0.5,1))
glTexCoord2f(1.0,0.0); glVertex3fv((-0.5,-0.5,-1))
glTexCoord2f(1.0,1.0); glVertex3fv((-0.5,0.5,-1))
glTexCoord2f(0.0,1.0); glVertex3fv((-0.5,0.5,1))
glEnd()
glFlush()
images=['src','shab','milan','raja']
def loadimgae():
global texture
texture = glGenTextures(len(images))
for i in range(len(images)):
im = cv2.imread(images[i]+'.jpg');
im=cv2.flip(im,0)
im=cv2.cvtColor(im,cv2.COLOR_BGR2RGB)
im=im.astype(np.float32)
glBindTexture(GL_TEXTURE_2D, texture[i])
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
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, GL_RGB, im.shape[0], im.shape[1], 0, GL_RGB,
GL_UNSIGNED_BYTE, im)
def init():
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45, 1, 0.1, 100.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glTranslatef(0.0,0.0,-5.0)
glEnable(GL_TEXTURE_2D);
loadimgae()
init()
while True:
for e in pygame.event.get():
if e.type == pygame.QUIT:
pygame.quit()
sys.exit()
glClear(GL_COLOR_BUFFER_BIT|
GL_DEPTH_BUFFER_BIT)
glRotatef(1.0,0.0,1.0,0.0)
cube()
pygame.display.flip()
pygame.time.wait(10)
i am begginer so maybe i forget somthing to write or anything , can u help me please
any one have solution for that ??
thanks brothers :)
Upvotes: 1
Views: 452
Reputation: 211230
You need to enable the Depth Test. The depth test compares the depth of a new fragment with the depth stored in the depth buffer. Fragments are discarded depending on the result of the depth test. The default depth function is GL_LESS
. Therefore, fragments that are in the "back" are discarded.
def init():
# [...]
glEnable(GL_DEPTH_TEST)
Upvotes: 1