I'm trying to do texture on my cube as the code below. However, the result that I got is that the image did not cover the entire cube surface while looks like it looped.
You can see the blue lining from the picture used:
I've checked the coordinates but doesn't seem to have any error. I check the image size (512x512), it's also the same as I declared when loading the texture. So, I had trouble figuring where is the problem.
void square(void) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture[0]); //bind our texture to our shape
glBegin(GL_POLYGON);
glColor3f(1.0, 1.0, 1.0);
glTexCoord3d(0.0, 0.0, 0.0); glVertex3d(500, -500, -500); //behind
glTexCoord3d(1.0, 0.0, 0.0); glVertex3d(500, 500, -500);
glTexCoord3d(1.0, 1.0, 0.0); glVertex3d(-500, 500, -500);
glTexCoord3d(0.0, 1.0, 0.0); glVertex3d(-500, -500, -500);
glEnd();
glBegin(GL_POLYGON);
glTexCoord3d(0.0, 0.0, 0.0); glVertex3f(500, -500, 500); //front
glTexCoord3d(1.0, 0.0, 0.0); glVertex3f(500, 500, 500);
glTexCoord3d(1.0, 1.0, 0.0); glVertex3f(-500, 500, 500);
glTexCoord3d(0.0, 1.0, 0.0); glVertex3f(-500, -500, 500);
glEnd();
glBegin(GL_POLYGON);
glTexCoord3d(0.0, 0.0, 0.0); glVertex3f(500, -500, -500); //right
glTexCoord3d(1.0, 0.0, 0.0); glVertex3f(500, 500, -500);
glTexCoord3d(1.0, 1.0, 0.0); glVertex3f(500, 500, 500);
glTexCoord3d(0.0, 1.0, 0.0); glVertex3f(500, -500, 500);
glEnd();
glBegin(GL_POLYGON);
glTexCoord3d(0.0, 0.0, 0.0); glVertex3f(-500, -500, 500); //left
glTexCoord3d(1.0, 0.0, 0.0); glVertex3f(-500, 500, 500);
glTexCoord3d(1.0, 1.0, 0.0); glVertex3f(-500, 500, -500);
glTexCoord3d(0.0, 1.0, 0.0); glVertex3f(-500, -500, -500);
glEnd();
glBindTexture(GL_TEXTURE_2D, texture[1]);
glBegin(GL_POLYGON);
glTexCoord3d(0.0, 0.0, 0.0); glVertex3f(500, 500, 500); //top
glTexCoord3d(1.0, 0.0, 0.0); glVertex3f(500, 500, -500);
glTexCoord3d(1.0, 1.0, 0.0); glVertex3f(-500, 500, -500);
glTexCoord3d(0.0, 1.0, 0.0); glVertex3f(-500, 500, 500);
glEnd();
glBindTexture(GL_TEXTURE_2D, texture[2]);
glBegin(GL_POLYGON);
glTexCoord3d(0.0, 0.0, 0.0); glVertex3f(500, -500, -500); //bottom
glTexCoord3d(1.0, 0.0, 0.0); glVertex3f(500, -500, 500);
glTexCoord3d(1.0, 1.0, 0.0); glVertex3f(-500, -500, 500);
glTexCoord3d(0.0, 1.0, 0.0); glVertex3f(-500, -500, -500);
glEnd();
glDisable(GL_TEXTURE_2D);
}
function to load the RAW file:
GLuint LoadTexture(const char * filename, int width, intbheight)
{
GLuint texture;
unsigned char * data;
FILE * file;
//The following code will read in our RAW file
file = fopen(filename, "rb");
if (file == NULL) return 0;
data = (unsigned char *)malloc(width * height * 3);
fread(data, width * height * 3, 1, file);
fclose(file);
glGenTextures(1, &texture); //generate the texture with the loaded data
glBindTexture(GL_TEXTURE_2D, texture); //bind the textureto it’s array
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,
GL_MODULATE); //set texture environment parameters
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
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);
//Generate the texture
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
GL_RGB, GL_UNSIGNED_BYTE, data);
free(data); //free the texture
return texture; //return whether it was successful
}
Related
Trying to complete a basic texture map to surface using OpenGL and SOIL but I am not generating anything.
GLuint textureID[5];
glutInitWindowPosition(0, 50);
windowID[0] = glutCreateWindow("orthogonal projection, cubes");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-400, 400, -400, 400, -500, 500);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glutKeyboardFunc(Keyboard);
glutDisplayFunc(DrawWindowOne);
textureID[0] = SOIL_load_OGL_texture("assets/faceA.png",
SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
void DrawWindowOne()
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, 250, 250);
glMatrixMode(GL_MODELVIEW);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textureID[0]);
glBegin(GL_QUADS);
glNormal3f(0.0, 0.0, 1.0); // front face
glTexCoord2f(0.0, 0.0); glVertex3f(-a,-a, a);
glTexCoord2f(0.0, 1.0); glVertex3f(-a, a, a);
glTexCoord2f(1.0, 1.0); glVertex3f( a, a, a);
glTexCoord2f(1.0, 0.0); glVertex3f( a,-a, a);
glEnd();
glDisable(GL_TEXTURE_2D);
}
The face draws in blue, however, and I get no texture. I have a second window, where apart from position the only differance is that I am using Frustrum as opposed to Orthogonal
windowID[1] = glutCreateWindow("Perspective projection using glFrustum");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-60, 60, -60, 60, 60, 200);
gluLookAt(0, 0, 120, 0, 0, 0, 0, 1, 0);
and the texture draws fine.
The problem was that I was loading the textures all at once, where it appears they need to be loaded after each window is initialized to be available for that windows draw code.
#pragma region Initialise Window One
glutInitWindowPosition(0, 50);
windowID[1] = glutCreateWindow("orthogonal projection, cubes");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-400, 400, -400, 400, -500, 500);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glutKeyboardFunc(Keyboard);
glutDisplayFunc(DrawWindowOne);
LoadTextures();
#pragma endregion
#pragma region Initialise Window Two
glutInitWindowPosition(0, 450);
windowID[1] = glutCreateWindow("Perspective projection using glFrustum, ellipsoids");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-60, 60, -60, 60, 60, 200);
gluLookAt(0, 0, 120, 0, 0, 0, 0, 1, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glutKeyboardFunc(Keyboard);
glutDisplayFunc(DrawWindowTwo);
LoadTextures();
#pragma endregion
I need to load a texture onto a square but whenever i start te program I can't see any texture, just a black square.
Here's the code:
GLuint texture;
interactiveScenes::interactiveScenes(QWidget *parent) :
QGLWidget(parent), ui(new Ui::interactiveScenes)
{
ui->setupUi(this);
timer = new QTimer();
connect( timer, SIGNAL(timeout()), this, SLOT(updateGL()) );
setFocusPolicy(Qt::StrongFocus);
lockMouse = true;
camPosx = 2.0, camPosy = 2.0, camPosz = 25.0;
camViewx = 2.0, camViewy = 2.0, camViewz = 0.0;
camUpx = 0.0, camUpy = 1.0, camUpz = 0.0;
mouseX = QCursor::pos().x();
mouseY = QCursor::pos().y();
setMouseTracking(true);
}
interactiveScenes::~interactiveScenes()
{
delete ui;
}
void interactiveScenes::initializeGL()
{
// Initialize QGLWidget (parent)
QGLWidget::initializeGL();
glShadeModel(GL_SMOOTH);
// White canvas
glClearColor(1.0f,1.0f,1.0f,0.0f);
// Place light
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
glEnable(GL_DEPTH_TEST);
GLfloat light0_position [] = {0.1f, 0.1f, 5.0f, 0.0f};
GLfloat light_diffuse []={ 1.0, 1.0, 1.0, 1.0 };
glLightfv ( GL_LIGHT0, GL_POSITION, light0_position );
glLightfv ( GL_LIGHT0, GL_DIFFUSE, light_diffuse );
glEnable(GL_TEXTURE_2D);
img = new QImage(":/images/images.jpg", "JPG");
if (img->isNull())
std::cout << "error" <<std::endl;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
QImage tex = QGLWidget::convertToGLFormat(*img);
if (tex.isNull())
std::cout << "error" <<std::endl;
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA,
tex.width(), tex.height(),
0, GL_RGBA, GL_UNSIGNED_BYTE, tex.bits() );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D);
timer->start(50);
}
void interactiveScenes::resizeGL(GLint width, GLint height)
{
if ((width<=0) || (height<=0))
return;
//set viewport
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//set persepective
GLdouble aspect_ratio=(GLdouble)width/(GLdouble)height;
gluPerspective(45.0f, aspect_ratio, 0.1, 40.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void interactiveScenes::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// store current matrix
glMatrixMode( GL_MODELVIEW );
glPushMatrix( );
gluLookAt(camPosx ,camPosy ,camPosz,
camViewx,camViewy,camViewz,
camUpx, camUpy, camUpz );
//Draw Axes
glDisable( GL_LIGHTING );
glBegin(GL_LINES);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(10.0, 0.0, 0.0);
glColor3f(0.0, 1.0, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 10.0, 0.0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 10.0);
glEnd();
glEnable( GL_LIGHTING );
glEnable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glColor3f( 1.0, 0.0, 0.0 );
glBegin(GL_POLYGON);
glTexCoord2d( 0.0, 5.0 );
glVertex3f( 0.0f, 3.0f, 0.0f );
glTexCoord2d( 0.0, 0.0);
glVertex3f( 0.0f, 0.0f, 0.0f );
glTexCoord2d( 5.0, 0.0);
glVertex3f( 3.0f, 0.0f, 0.0f );
glTexCoord2d( 5.0, 5.0);
glVertex3f( 3.0f, 3.0f, 0.0f );
glEnd();
glDisable(GL_TEXTURE_2D);
glPushMatrix();
glTranslated(2.0, 2.0 ,-4);
GLfloat shin[] = { 12.8f };
GLfloat amb[] = { 0.135f, 0.2225f, 0.1575f, 0.95f };
GLfloat diff2 [] = { 0.54f , 0.89f , 0.63f, 0.95f };
GLfloat specular[] = { 0.316228f, 0.316228f, 0.316228f, 0.95f };
glMaterialfv ( GL_FRONT, GL_SPECULAR, specular);
glMaterialfv ( GL_FRONT, GL_SHININESS, shin);
glMaterialfv ( GL_FRONT, GL_AMBIENT, amb);
glMaterialfv ( GL_FRONT, GL_DIFFUSE, diff2 );
solidSphere(2, 25, 25);
glPopMatrix();
// restore current matrix
glMatrixMode( GL_MODELVIEW );
glPopMatrix( );
}
The image loads fine from my resource file, i thought it was something with convertToGLFormat but that also returns an image.
Thanks to agrum I found out the problem, I tested to see if the square would show any colors and it didn't.
I didn't disable the lighting before applying the textures/colors.
After disabling the lighting when applying the texture everything works fine!
The problem is, 'Objects on the table is covered with table board, so can't see it.'
( I using openGL 3.7 beta. Files that I installed is : http://ihoo1836.dothome.co.kr/opengl_vs2010+glutdlls37beta.zip )
All Codes are following.
#include<glut.h>
#include<stdio.h>
#include<stdlib.h>
#include<time.h>
float TableX = 5.0; //Table's X size
float TableY = 8.0; //Table's Y size
float TableHeight = 2.0;//Table's Height
int width=400, height=400; //Window Size
int ViewX = width/2; //for Change Viewpoint by Mouse position
int ViewY = height/2;
int ViewZ = 9;
GLUquadricObj* cyl;
void InitLight( ){
glEnable(GL_DEPTH_TEST); //for opaque
glEnable(GL_NORMALIZE); //normalize
glEnable(GL_SMOOTH); //for smooth color
glEnable(GL_LIGHTING); //light setting
glDepthMask(GL_TRUE);
GLfloat ambientLight[] = {0.3f, 0.3f, 0.3f, 1.0f};
GLfloat diffuseLight[] = {0.7f, 0.7f, 0.7f, 1.0f};
GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
GLfloat specref[] = {1.0f, 1.0f, 1.0f, 1.0f};
GLfloat position[]={400.0, 300.0, -700.0, 1.0};
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glMateriali(GL_FRONT, GL_SHININESS, 128);
}
//Get Mouse Position to Change ViewPoint
void MyMouseMove(int button, int state, GLint X, GLint Y)
{
//Get Mouse Position X, Y
ViewX = X;
ViewY = Y;
glutPostRedisplay();
}
//Get Mouse Position to Change ViewPoint
void MyMotion(GLint X, GLint Y)
{
//Get Mouse Position X, Y
ViewX = X;
ViewY = Y;
glutPostRedisplay();
}
//Draw Table
void DrawTable(){
glPushMatrix();
glTranslatef(0.0,0.0,1.0);
glColor3f(0.5, 0.25, 0.0);
cyl = gluNewQuadric();
glRotatef(-90,1.0,0.0,0.0);
gluCylinder(cyl, 0.2, 0.2, TableHeight, 10, 20); //Leg of Table 1
glPushMatrix();
cyl = gluNewQuadric();
glTranslatef(TableX,0.0,0.0);
gluCylinder(cyl, 0.2, 0.2, TableHeight, 10, 20); //Leg of Table 2
glPushMatrix();
cyl = gluNewQuadric();
glTranslatef(0.0, TableY, 0.0);
gluCylinder(cyl, 0.2, 0.2, TableHeight, 10, 20); //Leg of Table 3
glPushMatrix();
cyl = gluNewQuadric();
glTranslatef(-TableX,0.0,0.0);
gluCylinder(cyl, 0.2, 0.2, TableHeight, 10, 20); //Leg of Table 4
glPushMatrix();
glTranslatef(TableX/2.0, -TableY/2, TableHeight);
glScalef(TableX+0.5, TableY+0.5, 0.5);
glutSolidCube(1); //Board of Table
glPopMatrix();
glPushMatrix(); //triangular1 (Beside of Net)
glTranslatef(0, -TableY/2, TableHeight);
glBegin(GL_TRIANGLES);
glVertex3f(TableY/16.0, 0, TableY/8.0);//1
glVertex3f(0, TableY/8.0, 0);
glVertex3f(0, -TableY/8.0, 0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//2
glVertex3f(0, -TableY/8.0, 0);
glVertex3f(TableY/16.0, -TableY/8.0, 0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//3
glVertex3f(TableY/16.0, -TableY/8.0, 0);
glVertex3f(TableY/16.0, TableY/8.0, 0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//4
glVertex3f(TableY/16.0, TableY/8.0, 0);
glVertex3f(0, TableY/8.0, 0);
glEnd();
glPushMatrix(); //triangular2 (Beside of Net)
glTranslatef(TableX - TableY/8.0, 0 , 0);
glBegin(GL_TRIANGLES);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//1
glColor3f(0.0, 1.0, 0.0);
glVertex3f(TableY/16.0, TableY/8.0, 0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(TableY/16.0, -TableY/8.0, 0);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//2
glColor3f(0.0, 1.0, 0.0);
glVertex3f(TableY/16.0, -TableY/8.0, 0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(TableY/8.0, -TableY/8.0, 0);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//3
glColor3f(0.0, 1.0, 0.0);
glVertex3f(TableY/8.0, -TableY/8.0, 0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(TableY/8.0, TableY/8.0, 0);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//4
glColor3f(0.0, 1.0, 0.0);
glVertex3f(TableY/8.0, TableY/8.0, 0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(TableY/16.0, TableY/8.0, 0);
glEnd();
glPopMatrix();
glPushMatrix(); //Net
glBegin(GL_POLYGON);
glColor3f(1.0, 1.0, 1.0);
glVertex3f(TableY/16.0, 0.0, TableY/8.0);
glVertex3f((TableX - TableY/16.0), 0, TableY/8.0);
glVertex3f((TableX - TableY/16.0), 0, 0);
glVertex3f(TableY/16.0, 0.0, 0.0);
glEnd();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
}
//Display Callback Function
void MyDisplay( ){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity( );
gluPerspective(60.0, (GLfloat)width/height, 0.0, 10.0);
//Change Viewpoint by Mouse Position
gluLookAt((float)(ViewX - width/2)/width*20 + 2.5, (float)(height/2 - ViewY)/height*20 + 2.5, ViewZ, TableX/2, TableY/2, TableHeight, 0.0, 1.0, 0.0);
printf("eyex = %f , eyey = %f , eyez = %f \n",(float)(ViewX - width/2.0)/width*10, (float)(height/2 - ViewY)/height*10, (float)ViewZ);
DrawTable(); //Draw Table
glutSwapBuffers(); //for 'Double Buffering'
}
//for Reshape Window
void MyReshape (int w, int h){
width = w;
height = h;
printf("width = %d, height = %d \n", width, height);
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity( );
glOrtho (-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
}
//Main Function
int main(int argc, char** argv){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(width, height);
glutInitWindowPosition(200, 200);
glutCreateWindow("OpenGL Sample Drawing");
glClearColor(0.4, 0.4, 0.4, 1.0);
InitLight(); //set Light Setting
glutDisplayFunc(MyDisplay);
glutMouseFunc(MyMouseMove); //get Mouse Position, to Change Viewpoint
glutMotionFunc(MyMotion); //get Mouse Position, to Change Viewpoint
glutReshapeFunc(MyReshape);
glutMainLoop( );
}
The third argument to gluPerspective() should be non-zero, positive, and less than the forth argument:
#include <GL/glut.h>
#include <stdio.h>
float TableX = 5.0; //Table's X size
float TableY = 8.0; //Table's Y size
float TableHeight = 2.0;//Table's Height
int ViewX = 400/2; //for Change Viewpoint by Mouse position
int ViewY = 400/2;
int ViewZ = 9;
GLUquadricObj* cyl;
void InitLight( ){
glEnable(GL_DEPTH_TEST); //for opaque
glEnable(GL_NORMALIZE); //normalize
glEnable(GL_SMOOTH); //for smooth color
glEnable(GL_LIGHTING); //light setting
glDepthMask(GL_TRUE);
GLfloat ambientLight[] = {0.3f, 0.3f, 0.3f, 1.0f};
GLfloat diffuseLight[] = {0.7f, 0.7f, 0.7f, 1.0f};
GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
GLfloat specref[] = {1.0f, 1.0f, 1.0f, 1.0f};
GLfloat position[]={400.0, 300.0, -700.0, 1.0};
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glMateriali(GL_FRONT, GL_SHININESS, 128);
}
//Get Mouse Position to Change ViewPoint
void MyMouseMove(int button, int state, GLint X, GLint Y)
{
//Get Mouse Position X, Y
ViewX = X;
ViewY = Y;
glutPostRedisplay();
}
//Get Mouse Position to Change ViewPoint
void MyMotion(GLint X, GLint Y)
{
//Get Mouse Position X, Y
ViewX = X;
ViewY = Y;
glutPostRedisplay();
}
//Draw Table
void DrawTable(){
glPushMatrix();
glTranslatef(0.0,0.0,1.0);
glColor3f(0.5, 0.25, 0.0);
cyl = gluNewQuadric();
glRotatef(-90,1.0,0.0,0.0);
gluCylinder(cyl, 0.2, 0.2, TableHeight, 10, 20); //Leg of Table 1
glPushMatrix();
cyl = gluNewQuadric();
glTranslatef(TableX,0.0,0.0);
gluCylinder(cyl, 0.2, 0.2, TableHeight, 10, 20); //Leg of Table 2
glPushMatrix();
cyl = gluNewQuadric();
glTranslatef(0.0, TableY, 0.0);
gluCylinder(cyl, 0.2, 0.2, TableHeight, 10, 20); //Leg of Table 3
glPushMatrix();
cyl = gluNewQuadric();
glTranslatef(-TableX,0.0,0.0);
gluCylinder(cyl, 0.2, 0.2, TableHeight, 10, 20); //Leg of Table 4
glPushMatrix();
glTranslatef(TableX/2.0, -TableY/2, TableHeight);
glScalef(TableX+0.5, TableY+0.5, 0.5);
glutSolidCube(1); //Board of Table
glPopMatrix();
glPushMatrix(); //triangular1 (Beside of Net)
glTranslatef(0, -TableY/2, TableHeight);
glBegin(GL_TRIANGLES);
glVertex3f(TableY/16.0, 0, TableY/8.0);//1
glVertex3f(0, TableY/8.0, 0);
glVertex3f(0, -TableY/8.0, 0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//2
glVertex3f(0, -TableY/8.0, 0);
glVertex3f(TableY/16.0, -TableY/8.0, 0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//3
glVertex3f(TableY/16.0, -TableY/8.0, 0);
glVertex3f(TableY/16.0, TableY/8.0, 0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//4
glVertex3f(TableY/16.0, TableY/8.0, 0);
glVertex3f(0, TableY/8.0, 0);
glEnd();
glPushMatrix(); //triangular2 (Beside of Net)
glTranslatef(TableX - TableY/8.0, 0 , 0);
glBegin(GL_TRIANGLES);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//1
glColor3f(0.0, 1.0, 0.0);
glVertex3f(TableY/16.0, TableY/8.0, 0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(TableY/16.0, -TableY/8.0, 0);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//2
glColor3f(0.0, 1.0, 0.0);
glVertex3f(TableY/16.0, -TableY/8.0, 0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(TableY/8.0, -TableY/8.0, 0);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//3
glColor3f(0.0, 1.0, 0.0);
glVertex3f(TableY/8.0, -TableY/8.0, 0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(TableY/8.0, TableY/8.0, 0);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(TableY/16.0, 0, TableY/8.0);//4
glColor3f(0.0, 1.0, 0.0);
glVertex3f(TableY/8.0, TableY/8.0, 0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(TableY/16.0, TableY/8.0, 0);
glEnd();
glPopMatrix();
glPushMatrix(); //Net
glBegin(GL_POLYGON);
glColor3f(1.0, 1.0, 1.0);
glVertex3f(TableY/16.0, 0.0, TableY/8.0);
glVertex3f((TableX - TableY/16.0), 0, TableY/8.0);
glVertex3f((TableX - TableY/16.0), 0, 0);
glVertex3f(TableY/16.0, 0.0, 0.0);
glEnd();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
}
//Display Callback Function
void MyDisplay( ){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode (GL_PROJECTION);
glLoadIdentity( );
double width = glutGet( GLUT_WINDOW_WIDTH );
double height = glutGet( GLUT_WINDOW_HEIGHT );
gluPerspective(60.0, (GLfloat)width/height, 0.01, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity( );
//Change Viewpoint by Mouse Position
gluLookAt((float)(ViewX - width/2)/width*20 + 2.5, (float)(height/2 - ViewY)/height*20 + 2.5, ViewZ, TableX/2, TableY/2, TableHeight, 0.0, 1.0, 0.0);
printf("eyex = %f , eyey = %f , eyez = %f \n",(float)(ViewX - width/2.0)/width*10, (float)(height/2 - ViewY)/height*10, (float)ViewZ);
DrawTable(); //Draw Table
glutSwapBuffers(); //for 'Double Buffering'
}
//Main Function
int main(int argc, char** argv){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(400, 400);
glutInitWindowPosition(200, 200);
glutCreateWindow("OpenGL Sample Drawing");
glClearColor(0.4, 0.4, 0.4, 1.0);
InitLight(); //set Light Setting
glEnable( GL_DEPTH_TEST );
glutDisplayFunc(MyDisplay);
glutMouseFunc(MyMouseMove); //get Mouse Position, to Change Viewpoint
glutMotionFunc(MyMotion); //get Mouse Position, to Change Viewpoint
glutMainLoop( );
}
I made a program written in OpenGL and when ever I run It the program fills up all the ram and then closes at approximately 3300/4000 Mb of ram. Here is my program:
#include <iostream>
#include <stdlib.h>
#include <fstream>
#include <windows.h>
#include <gl/gl.h>
#include <gl/glut.h>
#include <gl/GLU.h>
#include <gl/glaux.h>
using namespace std;
GLuint texture;
AUX_RGBImageRec* LoadImage (char* file) {
return auxDIBImageLoad (file);
}
int LoadTexture (char* file) {
AUX_RGBImageRec* Textureimage;
Textureimage = LoadImage (file);
glGenTextures (1, &texture);
glBindTexture (GL_TEXTURE_2D, texture);
glTexImage2D (GL_TEXTURE_2D,
0,
GL_RGB,
Textureimage->sizeX,
Textureimage->sizeY,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
Textureimage->data
);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
delete Textureimage;
return 0;
}
void exitkey (unsigned char key, int x, int y) {
switch (key) {
case 27:
exit (0);
}
}
void Render3d () {
glEnable (GL_DEPTH_TEST);
glEnable (GL_NORMALIZE);
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);
glEnable (GL_LIGHT1);
glEnable (GL_TEXTURE_2D);
}
void incaseofresize (int w, int h) {
glViewport (0, 0, w, h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective (90.0, (double)w / (double)h, 0.7, 300.0);
}
double theangle = 30.0;
void draw () {
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glTranslatef (0.0, 0.0, -6.0);
glPushMatrix ();
glRotatef (theangle, 0.0, 1.0, 0.0);
GLfloat ambientlightcolor [] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat light0color [] = { 0.5, 0.5, 0.0, 1.0 };
GLfloat light1color [] = { 1.0, 0.0, 0.0, 1.0 };
GLfloat light0position [] = { 2.0, 0.0, 3.0, 1.0 };
GLfloat light1position [] = { -2.0, 0.0, 3.0, 1.0 };
glLightModelfv (GL_LIGHT_MODEL_AMBIENT, ambientlightcolor);
glLightfv (GL_LIGHT0, GL_DIFFUSE, light0color);
glLightfv (GL_LIGHT0, GL_POSITION, light0position);
glLightfv (GL_LIGHT1, GL_DIFFUSE, light1color);
glLightfv (GL_LIGHT1, GL_POSITION, light1position);
LoadTexture ("me.bmp");
glBegin (GL_QUADS);
//Drawing shape
glColor3f (1.0, 1.0, 1.0);
//Left side
glNormal3f (0.0, 0.0, 1.0);
glTexCoord2f (0.0, 0.0);
glVertex3f (-1.5, -1.0, -1.5);
glTexCoord2f (1.0, 0.0);
glVertex3f (0.0, -1.0, 1.5);
glTexCoord2f (1.0, 1.0);
glVertex3f (0.0, 1.0, 1.5);
glTexCoord2f (0.0, 1.0);
glVertex3f (-1.5, 1.0, -1.5);
glEnd ();
LoadTexture ("mom.bmp");
glBegin(GL_QUADS);
//Right side
glNormal3f (0.0, 1.0, 1.0);
glTexCoord2f (0.0, 0.0);
glVertex3f (0.0, -1.0, 1.5);
glTexCoord2f (1.0, 0.0);
glVertex3f (1.5, -1.0, -1.5);
glTexCoord2f (1.0, 1.0);
glVertex3f (1.5, 1.0, -1.5);
glTexCoord2f (0.0, 1.0);
glVertex3f (0.0, 1.0, 1.5);
glEnd ();
glBegin (GL_QUADS);
//Back right side
glNormal3f (0.0, 1.0, 0.0);
glVertex3f (1.5, -1.0, -1.5);
glVertex3f (0.0, -1.0, -4.5);
glVertex3f (0.0, 1.0, -4.5);
glVertex3f (1.5, 1.0, -1.5);
glEnd ();
glBegin (GL_QUADS);
glNormal3f (0.0, 1.0, 0.0);
glVertex3f (0.0, -1.0, -4.5);
glVertex3f (-1.5, -1.0, -1.5);
glVertex3f (-1.5, 1.0, -1.5);
glVertex3f (0.0, 1.0, -4.5);
glEnd ();
glutSwapBuffers ();
}
void rotate (int value) {
theangle += 1.5;
if (theangle > 360) {
theangle -=360;
}
glutPostRedisplay ();
glutTimerFunc (50, rotate, 0);
}
int main (int argcpp, char** argv) {
glutInit (&argcpp, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize (720, 480);
glutCreateWindow ("OpenGL");
Render3d ();
glutDisplayFunc (draw);
glutKeyboardFunc (exitkey);
glutReshapeFunc (incaseofresize);
glutTimerFunc (50, rotate, 0);
glutMainLoop ();
return 0;
}
I think its the LoadTexture function reloading the image over and over again each loop and I cant find a way to delete the image data after each loop.
Every time your program iterates through the display function it will load images into a new texture object, not freeing the previously created ones.
The canonical way is to load textures only once. OpenGL organizes textures in so called texture objects, identified by a so called name ID. LoadTexture does return this ID. You use such a texture by calling glBindTexture(GL_TEXTURE_2D, theTextureID);
I'm trying to use rectangular texture with OpenGL. When the height is equal to the width of the texture, everything looks fine, however, when the height is different than the width the texture looks distorted.
My display function is (h and w are globals storing the height and the width of the image):
Please note that the size of the drawn image doesn't matter. It is distorted regardless of the actual polygon size.
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glBindTexture(GL_TEXTURE_2D, texName);
glTranslatef(-2.0f,-2.0f,0.0f);
glScalef(1.0f/128.0f,1.0f/128.0f,1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex3f(0.0, 0.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(0.0, w, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(h, w, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(h, 0.0, 0.0);
// Will be distorted also with the following:
/*glScalef(1.0f/128.0f,1.0f/128.0f,1.0f);
glTexCoord2f(0.0, 0.0); glVertex3f(0.0, 0.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(0.0, h, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(w, h, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(w, 0.0, 0.0);*/
glEnd();
glFlush();
glDisable(GL_TEXTURE_2D);
}
I'm loading the texture with:
void *data = LoadBMP("c:\\dev\\64x128_face.bmp");
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w,
h, 0, GL_RGBA, GL_UNSIGNED_BYTE,
data);
When I'm loading a 64x64 square texture image, it looks fine. However when I'm loading a rectangular texture image, the image looks distorted.
How does OpenGL support rectangular POT texture? What's wrong with my code?
Your rect image is 64x128 but you render it with these commands:
glTexCoord2f(0.0, 0.0); glVertex3f(0.0, 0.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(0.0, w, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(h, w, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(h, 0.0, 0.0);
where h is height (=128) and w (=64) is width.
But you placed height on x (which is width) and width on y (which is height).
Maybe try this instead:
glTexCoord2f(0.0, 0.0); glVertex3f(0.0, 0.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(0.0, h, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(w, h, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(w, 0.0, 0.0);
You should probably check the support of the GL_ARB_texture_non_power_of_two extension before you use non-power-of-two values for h and w in glTexImage2D(), because specifying arbitrary heights and widths is only valid with this extension.