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I am currently working on an extension for a working rotation cube example.
But since there were much changes, because index_buffers are not a good idea for texture, I
have now a bug. I can't figure out why my cube consists only of some triangles now.
So I hope that someone else can find the problem.
For better understaning I put the whole code on this page.
https://www.dropbox.com/s/0mj5wb56rfzvpsx/Rotating_Cube.zip
GLfloat vertex_buffer_data[] = { /* 8 cube vertices */
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
-1.0, 1.0, -1.0,
};
GLushort index_buffer_data[] = { // Indices of 6*2 triangles
0, 1, 2,
2, 3, 0,
1, 5, 6,
6, 2, 1,
7, 6, 5,
5, 4, 7,
4, 0, 3,
3, 7, 4,
4, 5, 1,
1, 0, 4,
3, 2, 6,
6, 7, 3,
};
GLfloat UV[] = {
0.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 0.0,
1.0, 1.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0
};
typedef struct {
GLfloat Position[3];
GLfloat UV[2];
} VertexData;
VertexData Vertices[index_size];
/*----------------------------------------------------------------*/
/******************************************************************
*
* Display
*
* This function is called when the content of the window needs to be
* drawn/redrawn. It has been specified through 'glutDisplayFunc()';
* Enable vertex attributes, create binding between C program and
* attribute name in shader
*
*******************************************************************/
void Display()
{
/* Clear window; color specified in 'Initialize()' */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnableVertexAttribArray(vPosition);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(vPosition, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(vUV);
glBindBuffer(GL_ARRAY_BUFFER, TextureID);
glVertexAttribPointer(vUV, 2, GL_FLOAT, GL_FALSE, 0, 0);
/*glEnableVertexAttribArray(vColor);
glBindBuffer(GL_ARRAY_BUFFER, CBO);
glVertexAttribPointer(vColor, 3, GL_FLOAT,GL_FALSE, 0, 0);
*/
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
//GLint size;
//glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
/* Activate first (and only) texture unit */
glActiveTexture(GL_TEXTURE0);
/* Bind current texture */
glBindTexture(GL_TEXTURE_2D, TextureID);
/* Get texture uniform handle from fragment shader */
TextureUniform = glGetUniformLocation(ShaderProgram, "myTextureSampler");
/* Set location of uniform sampler variable */
glUniform1i(TextureUniform, 0);
/* Enable position and UV attribute */
glEnableVertexAttribArray(vPosition);
glEnableVertexAttribArray(vUV);
glVertexAttribPointer(vPosition, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_buffer_data), 0);
glVertexAttribPointer(vUV, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (const GLvoid*) sizeof(Vertices[0].Position));
/* Associate program with shader matrices */
GLint projectionUniform = glGetUniformLocation(ShaderProgram, "ProjectionMatrix");
if (projectionUniform == -1)
{
fprintf(stderr, "Could not bind uniform ProjectionMatrix\n");
exit(-1);
}
glUniformMatrix4fv(projectionUniform, 1, GL_TRUE, ProjectionMatrix);
GLint ViewUniform = glGetUniformLocation(ShaderProgram, "ViewMatrix");
if (ViewUniform == -1)
{
fprintf(stderr, "Could not bind uniform ViewMatrix\n");
exit(-1);
}
glUniformMatrix4fv(ViewUniform, 1, GL_TRUE, ViewMatrix);
GLint RotationUniform = glGetUniformLocation(ShaderProgram, "ModelMatrix");
if (RotationUniform == -1)
{
fprintf(stderr, "Could not bind uniform ModelMatrix\n");
exit(-1);
}
glUniformMatrix4fv(RotationUniform, 1, GL_TRUE, ModelMatrix);
glDrawArrays(GL_TRIANGLES, 0, numVertices);
/* Disable attributes */
glDisableVertexAttribArray(vPosition);
glDisableVertexAttribArray(vUV);
/* Swap between front and back buffer */
glutSwapBuffers();
}
void SetupDataBuffers()
{
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
}
void getNewVertices() {
int i;
for(i=0; i < index_size; i++){
Vertices[i].Position[0] = vertex_buffer_data[3*index_buffer_data[i]+0];
Vertices[i].Position[1] = vertex_buffer_data[3*index_buffer_data[i]+1];
Vertices[i].Position[2] = vertex_buffer_data[3*index_buffer_data[i]+2];
Vertices[i].UV[0] = UV[2*i];
Vertices[i].UV[1] = UV[2*i+1];
}
}
First of all, your vertex pointers are wrong.
You are not using (a VBO named) TextureID anywhere, so remove all of this code:
glEnableVertexAttribArray(vPosition);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(vPosition, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(vUV);
glBindBuffer(GL_ARRAY_BUFFER, TextureID);
glVertexAttribPointer(vUV, 2, GL_FLOAT, GL_FALSE, 0, 0);
Replace it with:
glBindBuffer (GL_ARRAY_BUFFER, VBO);
glEnableVertexAttribArray (vPosition);
glEnableVertexAttribArray (vUV);
Finally, since you pack position and uv into an array of structs, this is what you want:
glVertexAttribPointer (vPosition, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), 0);
glVertexAttribPointer (vUV, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (const GLubyte*)0 + offsetof(struct VertexData,UV));
That will fix everything I immediately see wrong with your code, there may still be other issues that I missed.
Related
I try to design a scene with 3 spheres and one line horizontal as equator. I got to draw the 3 spheres but I don't know why the line is not draw.
This is my code, for if you can see where I'm wrong:
#include <GL/gl.h>
#include <GL/glut.h>
void render(void);
void reshape(int w, int h);
int angle = 90;
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowPosition(50, 50);
glutInitWindowSize(800, 600);
glutCreateWindow("Planets");
glutDisplayFunc(render);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
void render(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0, 0, 0, 1);
// Equator
glBegin(GL_LINES);
glColor3f(1,1,1);
glLineWidth(1);
glTranslated(0, 0, 0);
glVertex2f(0, 2);
glVertex2f(2,2);
glEnd();
// Sun
glPushMatrix();
glLoadIdentity();
glColor3f(1.0, 1.0, 0.0);
glTranslated(0, 0, -2);
glRotated(angle, 1, 0, 0);
glutWireSphere(.3, 20, 20);
glPopMatrix();
//Earth
glPushMatrix();
glLoadIdentity();
glColor3f(0.0, 0.0, 1.0);
glTranslated(0.7, 0, -2);
glRotated(angle, 1, 0, 0);
glutWireSphere(.15, 20, 20);
glPopMatrix();
// Moon
glPushMatrix();
glLoadIdentity();
glColor3f(1.0, 0.0, 1.0);
glTranslated(1, 0, -2);
glRotated(angle, 1, 0, 0);
glutWireSphere(.05, 10, 10);
glPopMatrix();
glutSwapBuffers();
}
void reshape(int w, int h) {
const double ar = (double) w / (double) h;
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
You specify a frustum that has the near clip plane at z=-2. Your intended line would be drawn at z=0, thus outside the projection volume, thereby clipped into non-rendering.
glTranslate(0,0,0) is a no-op BTW.
I am trying to start building a very basic room using opengl. For some reason in the function drawWalls() the left wall doesn't get drawn or i'm misunderstanding the camera positioning. Does anyone have any idea why I can't see the left wall when running this code?
my code:
#include <gl/gl.h>
#include <gl/glut.h>
/*defining colors used in the room*/
GLfloat black[] = {0.0, 0.0, 0.0, 1.0};
GLfloat white[] = {1.0, 1.0, 1.0, 1.0};
GLfloat brown[] = {165.0/255.0, 42.0/255.0, 42.0/255.0, 1.0};
void drawFloor()
{
glBegin(GL_QUAD_STRIP);
glColor4fv(black);
glVertex3f(0.0, 0.0, -3.0);
glVertex3f(1.0, 0.0, -3.0);
glVertex3f(2.0, 0.0, -3.0);
glEnd();
}
void drawWalls()
{
glBegin(GL_QUAD_STRIP);
glColor4fv(white);
glPolygonMode(GL_FRONT, GL_FILL);
//draw left wall
glVertex3f(0.0, 0.0, 2.0);
glVertex3f(0.0, 1.0, 2.0);
glVertex3f(0.0, 0.0, 1.0);
glVertex3f(0.0, 1.0, 1.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 1.0, 0.0);
//draw front wall
glVertex3f(0.0, 0.0, 3.0);
glVertex3f(0.0, 1.0, 3.0);
glVertex3f(1.0, 0.0, 3.0);
glVertex3f(1.0, 1.0, 3.0);
glVertex3f(2.0, 0.0, 3.0);
glVertex3f(2.0, 1.0, 3.0);
glEnd();
}
void display()
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, 0.0, 0.8, 0.0, 1.0, 0.0, 1.0, 0.0);
drawFloor();
drawWalls();
glFlush();
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (GLfloat) w / (GLfloat) h, 1, 500);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void idleFunc()
{
glutPostRedisplay();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutInitWindowPosition(0, 0);
glutCreateWindow("My room");
glEnable(GL_DEPTH_TEST);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutIdleFunc(idleFunc);
glutMainLoop();
}
Why do you expect to see the left wall? It is off-screen (for any reasonable aspect ratios of your window). If we imagine some "world space", you'll have the folliwing situation: Your camera is placed at the origin and looking at almost diagonal vector. The lfet wall is placed at x=0 too, so you have almost 45 degrees between the view direction and the wall. Your frustum starts at distance 1 in front of the camera, and has a vertical FOV of 60 degrees, and the horizontal FOV is defined by the aspect ratio of the window. So if you make the window much wider than tall, you have a chance of seeing that wall.
How is the reshape() function working in this code and how is it getting its parameter from glutReshapeFunc(reshape) without any parameter in reshape of glutReshapeFunc(reshape)?
What is the value of int x, int y in void keyboard (unsigned char key, int x, int y) function?
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
static int year = 0, day = 0;
void init(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glShadeModel (GL_FLAT);
}
void display(void)
{
glClear (GL_COLOR_BUFFER_BIT);
glColor3f (1.0, 1.0, 1.0);
glPushMatrix();
glutWireSphere(1.0, 20, 16); /* draw sun */
glRotatef ((GLfloat) year, 0.0, 1.0, 0.0);
glTranslatef (2.0, 0.0, 0.0);
glRotatef ((GLfloat) day, 0.0, 1.0, 0.0);
glutWireSphere(0.2, 10, 8); /* draw smaller planet */
glPopMatrix();
glutSwapBuffers();
}
void reshape (int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt (0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
void keyboard (unsigned char key, int x, int y)
{
switch (key) {
case `d':
day = (day + 10) % 360;
glutPostRedisplay();
break;
case `D':
day = (day - 10) % 360;
glutPostRedisplay();
break;
case `y':
year = (year + 5) % 360;
glutPostRedisplay();
break;
case `Y':
year = (year - 5) % 360;
glutPostRedisplay();
break;
default:
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize (500, 500);
glutInitWindowPosition (100, 100);
glutCreateWindow (argv[0]);
init ();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}
It appears that the glutReshapeFunc() function takes a pointer to a function; presumably, in fact, it is declared as something somewhat similar to:
void glutReshapeFunc(void (*function)(int x, int y));
Similarly, glutDisplayFunc() takes another pointer to a function, and glutKeyboardFunc() also takes a pointer to a function. When a function is specified by name without the function call parentheses after it, it reduces to 'pointer to a function' (or you can think of a bare function name as a pointer to the function body, like a bare array name is a pointer to the start of the array).
You'd have to read the manual to discover the purpose of the x and y parameters to the keyboard() function. They aren't used by the code shown. They are likely the position of something, but which something is less than clear without reading the manual.
reshape and keyboard functions are used as so called callbacks. You're giving GLUT pointers to those functions, GLUT keeps those pointers and calls those function, with parameters, at the times as specified in the GLUT documentation.
About like that:
void (*display_callback)(void);
void (*reshape_callback)(int, int);
void (*keyboard_callback(unsigned char, int, int);
/* ... */
void eventloop(...)
{
while(...) {
if( keyboard_event )
keyboard_callback(keyboard_event->key, mouse_x, mouse_y);
if( window_reshaped )
reshape_callback(window->width, window->height);
if( needs_redraw )
display_callback();
}
}
Now regarding what's done in the reshape callback: Everything that's placed there in beginner tutorials is actually much better done in the display function. Setting the viewport, setting the projection I mean. Later you'll probably want to draw a HUD, some text or a minimap, or a split view. And once you've reached that point, a reshape function doing viewport and projection setup becomes a liability. So get rid of it now.
void display(void)
{
int const w = glutGet(GLUT_WINDOW_WIDTH);
int const h = glutGet(GLUT_WINDOW_HEIGHT);
glClear (GL_COLOR_BUFFER_BIT);
glColor3f (1.0, 1.0, 1.0);
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt (0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glPushMatrix();
glutWireSphere(1.0, 20, 16); /* draw sun */
glRotatef ((GLfloat) year, 0.0, 1.0, 0.0);
glTranslatef (2.0, 0.0, 0.0);
glRotatef ((GLfloat) day, 0.0, 1.0, 0.0);
glutWireSphere(0.2, 10, 8); /* draw smaller planet */
glPopMatrix();
glutSwapBuffers();
}
I hope this will be a direct answer to this question.
The reshape function is a call back function which is called whenever size or shape of the application window changes. Reshape function takes 2 arguments,they are width and height of reshaped window. Mainly these parameters are used to set a new viewport.
I wanted to build a cricket ground with OpenGL. I made several polygons to indicate field, pitch and bowling lines. But the problem is when I am trying to use gluCylinder to make stumps I made depth glEnable(GL_DEPTH_TEST), but my polygons are then not working. I just want to know how Can I use gluCylinder to make stumps with those polygons I have made.
I have following code, but want to add stumps here but I cant,
#include <GL/gl.h>
#include <GL/glut.h>
static double deg=0.0;
void display(void)
{
glClear (GL_COLOR_BUFFER_BIT);
glRotatef(deg, 0.0, 0.0, 1.0); // Rotate by deg
// field
glColor3f (0.0, 0.5, 0.0);
glBegin(GL_POLYGON);
glVertex3f (0, 0, 0.0);
glVertex3f (1, 0, 0.0);
glVertex3f (1, 0.75, 0.0);
glVertex3f (0.8, 0.82, 0.0);
glVertex3f (0.6, 0.85, 0.0);
glVertex3f (0.4, 0.85, 0.0);
glVertex3f (0.2, 0.82, 0.0);
glVertex3f (0.0, 0.75, 0.0);
glEnd();
// pitch
glColor3f (0.25, 0.30, 0.0);
glBegin(GL_POLYGON);
glVertex3f(0.5,0.65,0.0);
glVertex3f(0.47,0.35,0.0);
glVertex3f(0.60,0.35,0.0);
glVertex3f(0.57,0.65,0.0);
glEnd();
//ump line
glColor3f (1.0, 1.0, 1.0);
glBegin(GL_POLYGON);
glVertex3f(0.49,0.63,0.0);
glVertex3f(0.49,0.6315,0.0);
glVertex3f(0.58,0.6315,0.0);
glVertex3f(0.58,0.63,0.0);
glEnd();
//bat line
glColor3f (1.0, 1.0, 1.0);
glBegin(GL_POLYGON);
glVertex3f(0.46,0.40,0.0);
glVertex3f(0.46,0.4025,0.0);
glVertex3f(0.61,0.4025,0.0);
glVertex3f(0.61,0.40,0.0);
glEnd();
glFlush ();
}
void init (void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 27: // "esc" on keyboard
exit(0);
break;
case 97: // "a" on keyboard
deg = deg+5.0;
glutPostRedisplay();
break;
case 100:
deg = deg-5.0;
glutPostRedisplay();
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize (600, 600);
glutInitWindowPosition (100, 100);
glutCreateWindow ("hello");
init ();
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}
glEnable(GL_DEPTH_TEST) requires a depth buffer. Make sure to allocate one via oring in GLUT_DEPTH in your glutInitDisplayMode() call.
Make sure to clear your new depth buffer via oring in GL_DEPTH_BUFFER_BIT in your glClear() call.
#include <GL/glut.h>
static double deg=0.0;
void display(void)
{
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(deg, 0.0, 0.0, 1.0); // Rotate by deg
// field
glColor3f (0.0, 0.5, 0.0);
glBegin(GL_POLYGON);
glVertex3f (0, 0, 0.0);
glVertex3f (1, 0, 0.0);
glVertex3f (1, 0.75, 0.0);
glVertex3f (0.8, 0.82, 0.0);
glVertex3f (0.6, 0.85, 0.0);
glVertex3f (0.4, 0.85, 0.0);
glVertex3f (0.2, 0.82, 0.0);
glVertex3f (0.0, 0.75, 0.0);
glEnd();
// pitch
glColor3f (0.25, 0.30, 0.0);
glBegin(GL_POLYGON);
glVertex3f(0.5,0.65,0.0);
glVertex3f(0.47,0.35,0.0);
glVertex3f(0.60,0.35,0.0);
glVertex3f(0.57,0.65,0.0);
glEnd();
//ump line
glColor3f (1.0, 1.0, 1.0);
glBegin(GL_POLYGON);
glVertex3f(0.49,0.63,0.0);
glVertex3f(0.49,0.6315,0.0);
glVertex3f(0.58,0.6315,0.0);
glVertex3f(0.58,0.63,0.0);
glEnd();
//bat line
glColor3f (1.0, 1.0, 1.0);
glBegin(GL_POLYGON);
glVertex3f(0.46,0.40,0.0);
glVertex3f(0.46,0.4025,0.0);
glVertex3f(0.61,0.4025,0.0);
glVertex3f(0.61,0.40,0.0);
glEnd();
glPopMatrix();
glFlush ();
}
void init (void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 27: // "esc" on keyboard
exit(0);
break;
case 'a': // "a" on keyboard
deg = deg+5.0;
glutPostRedisplay();
break;
case 'z':
deg = deg-5.0;
glutPostRedisplay();
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize (600, 600);
glutInitWindowPosition (100, 100);
glutCreateWindow ("hello");
init ();
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}
Be aware that GL_POLYGON only supports convex polygons.
the purpose of my program is to load and display a simple cube with the same texture on each face. But the problem is that the output is not very good (just 4 faces are textured correctly).I tried lots of combinations of coordinates in the textures array but most of the time it's worse. Is it possible to set textures correctly with the function glDrawElements or not?
#define OFFSET_BUFFER(bytes) ((GLfloat *)NULL + bytes)
GLfloat vertices[] =
{
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
-1.0, 1.0, -1.0,
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
};
GLubyte indices[] =
{
0, 1, 2, 3,
4, 7, 6, 5,
0, 4, 5, 1,
3, 2, 6, 7,
0, 3, 7, 4,
1, 5, 6, 2
};
GLfloat textures[] =
{
0,0, 1,0, 1,1, 0,1,
0,1, 1,1, 1,0, 0,0,
/*//0,0, 1,0, 1,1, 0,1,
//0,0, 1,0, 1,1, 0,1,
0,1, 1,1, 1,0, 0,0,
0,1, 1,1, 1,0, 0,0,
//0,0, 1,0, 1,1, 0,1*/
};
int main(int argc, char *argv[])
{
SDL_Init(SDL_INIT_VIDEO);
SDL_WM_SetCaption("Texture Mapping",NULL);
SDL_SetVideoMode(500, 500, 32, SDL_OPENGL);
bool continuer = true;
SDL_Event event;
GLuint texCube;
glClearDepth(1.0f);
glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70.0f, (float)500.0f / (float)500.0f, 1.0f, 3000.0f);
glewInit();
texCube = loadTexture("caisse.jpg");
glBindTexture(GL_TEXTURE_2D, texCube);
glEnable(GL_TEXTURE_2D);
while (continuer)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SDL_WaitEvent(&event);
switch(event.type)
{
case SDL_QUIT:
continuer = false;
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
//Draw Cube ---------------------------------------
glPushMatrix();
glRotatef(45.0f, 1.0f, 1.0f, 0.0f);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, textures);
glDrawElements(GL_QUADS, 24, GL_UNSIGNED_BYTE, indices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
//-------------------------------------------------
glPopMatrix();
glFlush();
SDL_GL_SwapBuffers();
}
glDisable(GL_TEXTURE_2D);
SDL_Quit();
return 0;
}
You are trying to use only 8 vertices. To get correct texturing you must use 12 separate triangles, each of them with the "correct" texture coordinates. The thing is when you're trying to do the planar map onto something homeomorphic to the sphere (e.g., a cube in your case), you will get "troubles" like this.
So, split the cube into 12 triangles (yes, they will share coordinates) and calculate the texture coordinates with one of the mapping methods.
See here for mapping details:
http://local.wasp.uwa.edu.au/~pbourke/texture_colour/texturemap/
The answer to your question "Is it possible to set textures correctly with the function glDrawElements or not?" is "Yes, but you have to change the arrays' layout".
Even more, there's a solution already written down on this site:
Problems texturing a cube
Detailed layout of the vertices and texture coordinates goes here: http://blogs.msdn.com/b/dawate/archive/2011/01/20/constructing-drawing-and-texturing-a-cube-with-vertices-in-xna-on-windows-phone-7.aspx