I want to use glTexImage3D with cube. what will be the texture coordinates for it? i am using GL_TEXTURE_3D as target.
I tried with u v coordinates same as 2d texture coordinates with z component 0-depth for each face. But that goes wrong.
These are the texture coordinates i was using which seems to be incorrect.
GLfloat texcoords[]={
0.0, 0.0,0.0,
1.0, 0.0,1.0,
1.0, 1.0,1.0,
0.0, 1.0,0.0,
0.0, 0.0,0.0,
1.0, 0.0,1.0,
1.0, 1.0,1.0,
0.0, 1.0,0.0,
0.0, 0.0,0.0,
1.0, 0.0,1.0,
1.0, 1.0,1.0,
0.0, 1.0,0.0,
0.0, 0.0,0.0,
1.0, 0.0,1.0,
1.0, 1.0,1.0,
0.0, 1.0,0.0,
0.0, 0.0,0.0,
1.0, 0.0,1.0,
1.0, 1.0,1.0,
0.0, 1.0,0.0,
0.0, 0.0,0.0,
1.0, 0.0,1.0,
1.0, 1.0,1.0,
0.0, 1.0,0.0
};
You probably do not want to use a 3D texture just for texturing the faces of a cube. More likely you want to use a cube map – essentially a set of 6 2D textures one for each face of a cube – which by its very nature nicely matches the topology of a cube.
Related
I am trying to apply a texture to 1 face of a cube, but the problem I have is the cube is in the z direction as well.
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, Tex);
glBegin(GL_POLYGON);
glTexCoord2f( 1.0, 1.0); glVertex3f( 1.0, 1.0, 1);
glTexCoord2f( 1.0, -1.0); glVertex3f( 1.0, -1.0, 1);
glTexCoord2f( 1.0, -1.0); glVertex3f( 1.0, -1.0, -1);
glTexCoord2f( 1.0, 1.0); glVertex3f( 1.0, 1.0, -1);
glEnd();
glDisable(GL_TEXTURE_2D);
Obviously by doing it this way I end up with repeated texture vertices (1,1) and (1,-1) because they don't include the z axis. How can I resolve this issue?
It is not necessary that the texture coordinates are associated to the x and y component of the vertex coordinates or even have to be the same. The texture coordinates are completely independent.
You have to define how the 2 dimensional texture is wrapped on a surface in 3 dimensional space. For each side of the cube you've to define individual texture coordinates.
Chang the texture coordinates. e.g.:
glBegin(GL_POLYGON);
glTexCoord2f( 1.0, 1.0); glVertex3f( 1.0, 1.0, 1.0);
glTexCoord2f( 1.0, 0.0); glVertex3f( 1.0, -1.0, 1.0);
glTexCoord2f( 0.0, 0.0); glVertex3f( 1.0, -1.0, -1.0);
glTexCoord2f( 0.0, 1.0); glVertex3f( 1.0, 1.0, -1.0);
glEnd();
I'm facing a problem in my opengl code
I'm trying to build a house, and rotate it 360°, for simplicity let's assume the house has the front wall with window and dor, and a back wall.
I'm using DEPTH_BUFFER not to see the back wall when viewing the front wall, and the other way around, but when I rotate the house the door and window start to shake and get distorced.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(0.0, 0.0, 0.0);
glLoadIdentity();
gluLookAt(0.0, 0.0, 40.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glRotatef(angle, 0.0, 1.0, 0.0);
glEnable(GL_DEPTH_TEST);
glColor3f(0.0, 0.0, 0.0);
glBegin(GL_POLYGON);
glVertex3f(8.0, 3.0, 0.0);
glVertex3f(8.0, -10.0, 0.0);
glVertex3f(1.0, -10.0, 0.0);
glVertex3f(1.0, 3.0, 0.0);
glEnd();
glColor3f(0.0, 0.0, 0.0);
glBegin(GL_POLYGON);
glVertex3f(-9.0, -4.0, 0.0);
glVertex3f(-9.0, 3.0, 0.0);
glVertex3f(-2.0, 3.0, 0.0);
glVertex3f(-2.0, -4.0, 0.0);
glEnd();
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_POLYGON);
glVertex3f(10.0, -10.0, -20.0);
glVertex3f(-10.0, -10.0, -20.0);
glVertex3f(-10.0, 10.0, -20.0);
glVertex3f(10.0, 10.0, -20.0);
glEnd();
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_POLYGON);
glVertex3f(10.0, -10.0, 0.0);
glVertex3f(10.0, 10.0, 0.0);
glVertex3f(-10.0, 10.0, 0.0);
glVertex3f(-10.0, -10.0, 0.0);
glEnd();
glDisable(GL_DEPTH_TEST);
glutSwapBuffers();
The issue is called Z-fighting. This is caused, because depth of the "door", "window" and "wall" are equal. The vertiex coordinates are transformed by the model view matrix and projection matrix and interpolated for each fragment which is covered by the polygon. This results in inaccuracies of the final z coordinate (depth).
Enable the polygon fill offset (glPolygonOffset) by before drawing the walls, to solve the issue:
glEnable(GL_DEPTH_TEST);
glDisable( GL_POLYGON_OFFSET_FILL );
// draw door and window
// ...
glEnable( GL_POLYGON_OFFSET_FILL );
glPolygonOffset( 1, 1 );
// draw walls
// ...
Polygon fill offset manipulates the depth of a fragment by a minimum amount. This causes that the depth of the "walls" is different to the depth of the "window" and "door", even after the transformation by the model view and projection matrix.
Since an offset is added to the depth of the "wall", the "wall" is always behind the window and the door, independent of the point of view.
I'm trying to draw a two patches of rectangle (for tessellation) and I want to draw them from 0,0 to 1,1 and other from 1,0 to 2,1
I'm using GL_PATCHES to send a quad to my graphics pipeline
My vertex data in homogeneous coordinates is
float vertices[32] = {
0.0, 0.0, 0.0, 1.0, //1st rec
1.0, 0.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0, //2nd rec
2.0, 0.0, 0.0, 1.0,
2.0, 1.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0
};
And in C++ code
glPatchParameteri(GL_PATCH_VERTICES, 4);
glDrawArraysInstanced(GL_PATCHES, 0, 4, 2);
But I'm only getting one rectangle patch from 0,0 to 1,1 on my screen. I don't understand why it it doesn't draw the second rectangle
My tessellation evaluation shader is
vec4 vert= vec4(0.0, 0.0, 0.0, 1.0);
vert.x = gl_in[0].gl_Position.x + gl_TessCoord.x;
vert.y = gl_in[0].gl_Position.y + gl_TessCoord.y;
I convert this vert to vec4 and pass it to gl_Position
glDrawArraysInstanced draws several instances of the data specified. In your case, it draws two times the vertices 0 to 4, which gives you two quads lying on the same position.
I would suggest you simply use glDrawArrays(GL_PATCHES, 0, 8) instead, but you could also keep your draw call and translate in the vertex shader according to the gl_InstanceID.
so if I were to have this code
gluLookAt(0.0, 0.0, 1.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0); //Set the point looking at
glRotatef(-90, 0.0,1.0,0.0);
how can i then get each value of the new glLookAt
You probably need to go the route of using glGetDoublev to get the GL_MODELVIEW and GL_PROJECTION matrixes.
Evening everyone,
I'm using glMultMatrixf in OpenGL to rotate my scene using the matrix:
float matrix[16] = { 1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0 };
I've been following this guide (link) but its a little bit over the top for what I need.
How could I simply rotate the x-axis by 45 degrees?
Cheers
Multiplying your transformation matrix by this rotation matrix should do the trick:
float rot45X[16] = { 1.0, 0.0, 0.0, 0.0,
0.0, cos(PI/4), -sin(PI/4), 0.0,
0.0, sin(PI/4), cos(PI/4), 0.0,
0.0, 0.0, 0.0, 1.0 };
Edit: You can also of course use the utility function
glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
where [x,y,z] indicate the axis of rotation (yes, it performs rotations around an arbitrary vector).
In your case you would need to call like this:
glRotatef(45, 1, 0, 0);