I am trying to draw a sphere and a cube at the same time on my screen. But the colors of my cube(which gets drawn first) dissapear. I don't understand why.
the sphere on the right is fine. But my cube on the left isn't.
I added texture to both:
I can perfectly draw both of them seperately, but when I try to draw both of them on one widget something goes wrong.
I tought the popping and pushing would solve this issue, but it doesn't.
code:
void MyGLWidget::drawCube()
{
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glLoadIdentity();
gluLookAt(position,0.5,-0.1,-0.5,-0.5,0,0,0,1);
glTranslatef( 0.5, 0, 0.0);
glRotatef(getCubeAngle(), 1.0f, 0.0f, 0.0f);
glTranslatef(0, 0, 0);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
//back
glTexCoord2f(0.0, 1.0); glVertex3f(-0.1, 0.1,-0.1 );
glTexCoord2f(1.0, 1.0); glVertex3f(0.1, 0.1,-0.1);
glTexCoord2f(1.0, 0.0); glVertex3f(0.1,-0.1,-0.1);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.1,-0.1,-0.1);
/*rest of cube gets drawn*/
glEnd();
glFlush();
glPopMatrix();
}
void MyGLWidget::drawSun()
{
glPushMatrix();
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, texturePlanet[0]);
glPushMatrix();
glScalef(1,1,1);
glLoadIdentity();
GLUquadricObj *quadric=gluNewQuadric();
gluQuadricTexture(quadric, GLU_TRUE);
gluQuadricNormals(quadric, GLU_SMOOTH);
glEnable(GL_TEXTURE_2D); //
glBindTexture(GL_TEXTURE_2D,texturePlanet[0]);//
gluSphere(quadric, 0.25, 360,360);
glDisable(GL_TEXTURE_2D);//
gluDeleteQuadric(quadric);
glPopMatrix();
}
void MyGLWidget::paintGL()
{
drawCube();
drawSun();
}
It is because In your cube drawing, you didn't enable texturing.
glEnable(GL_TEXTURE_2D); //ADD THIS TO ENABLE TEXTURING
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
//back
glTexCoord2f(0.0, 1.0); glVertex3f(-0.1, 0.1,-0.1 );
glTexCoord2f(1.0, 1.0); glVertex3f(0.1, 0.1,-0.1);
glTexCoord2f(1.0, 0.0); glVertex3f(0.1,-0.1,-0.1);
glTexCoord2f(0.0, 0.0); glVertex3f(-0.1,-0.1,-0.1);
/*rest of cube gets drawn*/
glEnd();
glFlush();
glPopMatrix();
glDisable(GL_TEXTURE_2D); // ADD THIS TO DISABLE TEXTURING
I'm trying to render a texture with part opaque color and other part with transparency.
This is my draw function for the object:
void drawHighGrass(){
glDisable(GL_LIGHTING);
glClearColor(1.0, 1.0, 1.0, 1.0);
glColor4f(1.0, 1.0, 1.0, 1.0);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texturas[HIGH_GRASS]);
glPushMatrix();
//glTranslatef(1000, 0, 1000);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(0, 0, 0);
glTexCoord2f(1.0f, 0.0f); glVertex3f(100, 0, 0);
glTexCoord2f(1.0f, 1.0f); glVertex3f(100, 40, 0);
glTexCoord2f(0.0f, 1.0f); glVertex3f(0, 40, 0);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_LIGHTING);
}
The problem is that in the transparent part it's showing solid white. I can make the texture transparent by using glColor4f(1.0, 1.0, 1.0, 0.5) but that's not what I want because it makes the entire texture transparent and not only the transparent part.
I've checked, my texture files is a PNG with transparency.
Restating the solution here so others can find it easily.
Your rendering code seems to be correct, so what seems to have been the problem was the texture loading code. When loading a texture, you must be sure that you are passing in the correct flags for the internal texture pixel format (GL_RGBA8, GL_RGBA16, etc.) as well as the source image pixel format (GL_RGBA or GL_BGRA, etc.).
I am working on a background texture. What I want to do is that I want to set a background image. For that in my code I used switch to ortho, draw a square full of window size, texture it. Then switch back to 3d and draw 3d images. It draw the background texture and snowman but they all disappear in a sec. I have no idea where the error code is. gotta have something to do with pushing and popping the matrix I think. Below is the code of my InitGl, draw() and drawsnowman(), main and reshape(). I think the problem is in draw() function during the swithc between 3D to 2d. Advice?
int main (int argc, char **argv)
{
glutInit (&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE);
glutInitWindowSize (500, 500);
glutInitWindowPosition (100, 100);
glutCreateWindow ("A basic OpenGL Window");
glutKeyboardFunc(key);
if( !initGL() ) { // NEW (16)
printf( "Unable to initialize graphics library!\n" );
return 1;
}
glutDisplayFunc (display);
// glutIdleFunc (display);
glutIdleFunc(idle);
glutReshapeFunc (reshape);
//Load our texture
texture = LoadTexture( "texture.bmp", 256, 256 );
glutMainLoop ();
//Free our texture
FreeTexture( texture );
return 0;
}
void drawSnowMan(void)
{
GLUquadricObj *pObj;
//glDisable(GL_TEXTURE_2D);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// save the world matrix
glPushMatrix();
glTranslatef(xpos, -0.5, -5.0);
glRotated(rotX,1,0,0); // ******** NEW (11)
glRotated(rotY,0,1,0);
pObj = gluNewQuadric();
gluQuadricNormals(pObj, GLU_SMOOTH);
//glRotated(rotZ,0,0,1);
glPushMatrix();
//setting up light effect for base, mid and head spheres. all red!
ambient[0] = 1.0; ambient[1] = 0.0; ambient[2] = 0.0;
diffuse[0] = 1.0; diffuse[1] = 0.0; diffuse[2] = 0.0;
specular[0] = 0.7; specular[1] = 0.6; specular[2] = 0.5;
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
//glTranslatef(0.0 ,0.75f, 0.0f);
//bottom sphere. dont need to gltranslate again because it will use the previous gltranslate
//which is declared outside
glutSolidSphere(0.70f,20,20);
//mid sphere
glTranslatef(0.0f, 1.0f, 0.0f);
glutSolidSphere(0.45f,20,20);
//top sphere
glTranslatef(0.0f, 0.6f, 0.0f);
glutSolidSphere(0.30f,20,20);
//eyes
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glPopMatrix();
//drawing hat
glPushMatrix();
//black color. move it 1.85 in y position because thats where the head is
//rotate the cylinder and draw cylinder
glColor3f(0.0f, 0.0f, 0.0f);
glTranslatef(0.0f, 1.85f, 0.0f);
glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
gluCylinder(pObj, 0.17f, 0.17f, 0.4f, 26, 13);
//drawing brim. disable cull_face. draw disk, so front part. disabl
glDisable(GL_CULL_FACE);
gluDisk(pObj, 0.17f, 0.28f, 26, 13);
glEnable(GL_CULL_FACE);
glTranslatef(0.0f, 0.0f, 0.40f);
gluDisk(pObj, 0.17f, 0.28f, 26, 13);
glPopMatrix();
glPushMatrix();
glPushMatrix();
glColor3f(1.0,1.0,1.0);
glTranslatef(2.0f, 1.0f, 0.0f);
glRotatef(90.0,0.0, 0.0,-5.0);
glScalef (0.01, 0.2, 0.06); /* modeling transformation */
//glutSolidCone(0.1, 0.1, 10.0, 14.0);
glutSolidCube(1.5);
glPopMatrix();
glPushMatrix();
glTranslatef(2.0f, 0.8f, 0.0f);
glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
gluCylinder(pObj, 0.04f, 0.04f, 0.2f, 26, 13);
glPopMatrix();
//blade
glPushMatrix();
ambient[0] = 0.0; ambient[1] = 1.0; ambient[2] = 0.0;
diffuse[0] = 1.0; diffuse[1] = 0.0; diffuse[2] = 0.0;
specular[0] = 0.7; specular[1] = 0.6; specular[2] = 0.5;
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT1);
glTranslatef(2.0f, 1.0f, 0.0f);
glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
gluCylinder(pObj, 0.03f, 0.03f, 1.1f, 26, 13);
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glPopMatrix();
glPopMatrix();
//big push matrix for eyes, and nose
glPushMatrix();
//eyes color = black light. set defuse all 0, ambient = black. turns the eyes black
/*ambient[0] = 0.0; ambient[1] = 0.0; ambient[2] = 0.0;
diffuse[0] = 0.0; diffuse[1] = 0.0; diffuse[2] = 0.0;
specular[0] = 0.7; specular[1] = 0.6; specular[2] = 0.5;
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);*/
glColor3f(0.0, 0.0, 0.0);
//left eye
glPushMatrix();
glTranslatef(-0.17, 1.7, 0.25 );
glutSolidSphere(0.05, 10.0, 10.0);
glPopMatrix();
//right eye
glPushMatrix();
glTranslatef(0.17, 1.7, 0.25 );
glutSolidSphere(0.05, 10.0, 10.0);
glPopMatrix();
//drawing nose
glPushMatrix();
glTranslatef(0.0, 1.6, 0.25 );
glutSolidCone(0.08f,0.5f,10,2);
glPopMatrix();
glPopMatrix(); // end big push matrix for eyes and nose
glPopMatrix();
} // end of drawsnowman()
void display (void) {
glClearColor(0.25f, 0.25f, 0.50f, 1.0f ); // blueish color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// glLoadIdentity();
// MODEL VIEW is set up in IniitGL
//so save it
glPushMatrix();
//switch to projection matrix
//swithc to ortho.
//draw texture
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, -1.0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDepthMask(GL_FALSE);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
// Draw a textured quad
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(0, 0, 0);
glTexCoord2f(0, 1); glVertex3f(0, 1, 0);
glTexCoord2f(1, 1); glVertex3f(1, 1, 0);
glTexCoord2f(1, 0); glVertex3f(1, 0, 0);
glEnd();
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glPopMatrix();// pop the 3d model view
glMatrixMode(GL_PROJECTION);
glMatrixMode(GL_MODELVIEW);
// You can ignore this. just a different of way drawing texture and still does not work
/* glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, -1.0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDepthMask(GL_FALSE);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glDepthMask( false );
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
// Draw a textured quad
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(0, 0, 0);
glTexCoord2f(0, 1); glVertex3f(0, 1, 0);
glTexCoord2f(1, 1); glVertex3f(1, 1, 0);
glTexCoord2f(1, 0); glVertex3f(1, 0, 0);
glEnd();
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
/*glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective (60, 800 / 600, 1.0, 100.0);;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt( 0.0, 0.0, 0.0, // Where would the camera be?
0.0, 0.0,-1.0, // Where would it be looking?
0.0, 1.0, 0.0); // What would be the "up" vector?fa*/
/* glDisable(GL_TEXTURE_2D);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
//gluPerspective (45, SCREEN_WIDTH / SCREEN_HEIGHT, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();*/
drawSnowMan(); // draw snow man
glutSwapBuffers();
angle ++;
}
void reshape (int w, int h) {
glViewport (0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective (45, (GLfloat)w / (GLfloat)h, 1.0, 100.0);
glMatrixMode (GL_MODELVIEW);
}
bool initGL (void) {
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
// Switch to the "camera" mode
glMatrixMode(GL_PROJECTION); // Camera
glLoadIdentity();
// Change the camera to a 3D view
glFrustum( -1 * (float) SCREEN_WIDTH / SCREEN_HEIGHT,
(float) SCREEN_WIDTH / SCREEN_HEIGHT,
-1.0,
1.0,
1.5,
1000.0);
glClearColor(0.25f, 0.25f, 0.50f, 1.0f );
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // NEW (5)
glEnable(GL_LINE_SMOOTH); // NEW (6)
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); // NEW (7)
glEnable(GL_POLYGON_SMOOTH); // NEW (8)
// this is a specular light
GLfloat mat_specular[] = { 1.0 , 1.0 , 1.0 , 1.0 }; // Color of a "shiny material
GLfloat mat_shininess[] = { 50.0 }; // How shiny is it?
// GLfloat mat_ambient_and_diffuse[] = { 0.0, 1.0, 0.0, 1.0 };
GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 }; // Infinitely far away. Direction light
GLfloat light_position1[] = {2.0,1.5,0.0,1.0}; // saber light
// How to calculate the surface normal for pixels
glShadeModel(GL_SMOOTH); // Try this as well GL_FLAT
// Setup up some material reflective properties
// glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
// glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
//glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_and_diffuse);
//glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_ambient_and_diffuse);
// Finally actually make the light
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
//Check for error
GLenum error = glGetError(); // NEW (9)
if( error != GL_NO_ERROR ) {
printf( "Error initializing OpenGL! %s\n", gluErrorString( error ) );
return false;
}
return true;
}
void idle(void) {
glutPostRedisplay();
}
Reoccuring newbie misconception: OpenGL "initialization".
OpenGL is not initialized! All the code you have in initGL and reshape belongs into display.
In the case of calls glLight… those must be placed in display, after setting the modelview matrix into the space you want the lights to be in. Also OpenGL is not a library; yes originally the 'L' in OpenGL did mean library, but I backronymed it to Layer, because that's what it is on most modern graphics systems: A layer between a end user program and the GPU and its drivers.
I think once you moved the code from initGL and reshape to display, the solution should become clear: You can change, reset and modify the projection and modelview matrix whenever you like. To have the window width and height available in display either store them in global variables in reshape, or, the preferred solution, use glutGet(GLUT_WINDOW_WIDTH) and glutGet(GLUT_WINDOW_HEIGHT) to query the window dimensions in the display function.
You want to draw things in a orthographic projection? Then setup projection and modelview appropriately. Switching to a perspective? Just do it.
I think I kinda figure out why my background texture keep disappearing. I had Cullface and depth something turned on. I turned it off befor popping the last matrix and it works.
However, there is one problem. The texture image is snowy background, but it turns into all red. So first I thought it was due to the reflection of the lighting from the snowgirl. I turned off all the light and still red. Can't figure out why. Could it be, the texture color blending in with the original color of the snowman?
I've managed to successfully use OpenGL's stencil buffer for a single instance in a scene. However, I'm unsure of how to use it in two different places in the same scene. Defining two stencil shapes in sequence prevents either from working, and my attempts to nest one use inside of the other didn't work either. I've seen examples of multiple uses of stencil buffer in the same scene, but I was not able to understand or adapt the code. Here is what I've been able to get working so far.
void display(void) {
// store floor shape in stencil buffer
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilMask(1);
glStencilFunc(GL_ALWAYS, 1, 1);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
floor->draw();
glBegin(GL_QUADS); //
glVertex3f(0.0, 0.0, 0.0); //
glVertex3f(0.0, 100.0, 0.0); //
glVertex3f(0.0, 100.0, 100.0); //
glVertex3f(0.0, 0.0, 100.0); //
glEnd(); //
// draw scene outside floor
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
scene();
// draw reflection of scene in floor
glStencilFunc(GL_EQUAL, 1, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glPushMatrix();
glScalef(1.0, 1.0, -1.0);
scene();
glPopMatrix();
glDisable(GL_STENCIL_TEST);
// draw translucent floor
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1.0, 1.0, 1.0, 0.7);
floor->draw();
//windowHole();
glDisable(GL_BLEND);
glFlush();
glutSwapBuffers();
glutPostRedisplay();
}