Question

why in order to use glBindtexture , I must put the line ---> glColorPointer(4, GL_FIXED, 0, colors); else the object texture will not be showed

Asked by: second_comet


        glPushMatrix();


 glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_COLOR_ARRAY);
      glEnable(GL_TEXTURE_2D);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    glTexCoordPointer(2, GL_SHORT, 0, texCoords);

    glVertexPointer(3, GL_FIXED, 0, vertices);  
    glColorPointer(4, GL_FIXED, 0, colors);  
     //if i comment out this line, the object is not show on screen


    for (int side = 0; side < 6; ++side)
    {

       glBindTexture(GL_TEXTURE_2D, texID[0]);
       
           glDrawElements(GL_TRIANGLE_FAN,4, GL_UNSIGNED_BYTE,           indices+side* 4 );

    }



    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_COLOR_ARRAY);
        glDisable(GL_TEXTURE_2D);
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);

    glPopMatrix();

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Asked On
2005-10-12 at 04:54:09ID21592188
Tags

gl_fixed

,

glbindtexture

Topic

Game Programming

Participating Experts
3
Points
50
Comments
5

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Answers

 

by: aqua9880Posted on 2005-10-12 at 12:31:37ID: 15072004

glColorPointer is only one way of going about it.  OpenGL is a giant state machine.  It churns through in a state and when you call functions like colorpointer it gives it a state of variance to apply your texture to.  All this does in the long run is set things up for glBindTexture to operate.  Its kind of like before you can use a while loop you have to give it some form of prior initilization.

The concept is the same through all of openGL... before you can apply a light you have to define your lighting, before you can develope 3D perspective you have to specify your viewing window as perspective instead of 2d ortho.  *shrugs*  To really get an understanding you can always look at the header files and get into some of the news groups where people live that helped develope openGL but to get a working knowledge all you need to know is...

...You must define certain things before using other things.  If you never define it, you can't use it.

~Aqua

 

by: FatNewbiePosted on 2005-10-15 at 04:25:06ID: 15090896

You need to define glColorPointer(4, GL_FIXED, 0, colors);  before you use glBindtexture, because with most things in open GL you have to define something before you can use it directly or indirectly.
Just keeps opengl running happly, (and helps with performance abit doing it this way i think.)

 

by: nutterxPosted on 2005-10-18 at 01:18:29ID: 15105498

if you don't want to use colors than get rid of this line:

glEnableClientState(GL_COLOR_ARRAY);
and of course
glDisableClientState(GL_COLOR_ARRAY);


than you should be able to bind textures without using the colorPointer .....basically by ONLY removing the line glColorPointer(4, GL_FIXED, 0, colors); from your e.g above, you are telling OpenGL that you are using a color array(glEnableClientState(GL_COLOR_ARRAY);) but never supplying opengl that data, actually i am very suprised  your app doesn't crash because of this, so it's easy ...if you are not going to supply a colorpointer don't enable the color array ;-)

hope that helps

20120131-EE-VQP-002

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