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05.15.2008 at 02:16AM PDT, ID: 23404354
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OpenGl Texture Problem

Tags: C++
I am applying a bitmap texture to a rectangle in 2D.  I have been using the process described in Nehe's tutorials with some success, but there is a strange problem.

If I only draw the rectangle with the texture, then everything displays correctly.  However, if I precede or follow it with some more drawing (no textures on these), then the texture does not show up.

What am I missing?  Also, alternatively, is there another way to simply display a bitmap in OpenGL?  I would like to be able to play with the z coord of its placement with the solution I implement.

Thanks for the help.
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Question Stats
Zone: Programming
Question Asked By: eamarks
Solution Provided By: Infinity08
Participating Experts: 1
Solution Grade: A
Views: 0
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05.15.2008 at 02:25AM PDT, ID: 21571753

Rank: Genius

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05.15.2008 at 03:17AM PDT, ID: 21571991

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05.15.2008 at 05:10AM PDT, ID: 21572591

Rank: Genius

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05.15.2008 at 05:31AM PDT, ID: 21572748

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05.15.2008 at 05:44AM PDT, ID: 21572890

Rank: Genius

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05.15.2008 at 02:25AM PDT, ID: 21571753

Rank: Genius

Can you show your code ?
Accepted Solution
 
05.15.2008 at 03:17AM PDT, ID: 21571991
Of course - here is my code.

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int MapWindow::InitGL(GLvoid)								// All Setup For OpenGL Goes Here
{
	if (!LoadGLTextures())								// Jump To Texture Loading Routine ( NEW )
	{
		return FALSE;									// If Texture Didn't Load Return FALSE
	}
 
	glEnable(GL_TEXTURE_2D);						// Enable Texture Mapping ( NEW )
	glShadeModel(GL_SMOOTH);						// Enable Smooth Shading
	glClearColor(1.0f, 1.0f, 1.0f, 0.0f);					// Black Background
	glClearDepth(1.0f);							// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);						// Enables Depth Testing
	glDepthFunc(GL_LEQUAL);							// The Type Of Depth Testing To Do
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);			// Really Nice Perspective Calculations
	
	return TRUE;								// Initialization Went OK
}
 
int MapWindow::LoadGLTextures()									// Load Bitmaps And Convert To Textures
{
	int Status=FALSE;									// Status Indicator
 
	AUX_RGBImageRec *TextureImage[1];					// Create Storage Space For The Texture
 
	memset(TextureImage,0,sizeof(void *)*1);           	// Set The Pointer To NULL
 
	// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
	if (TextureImage[0]=LoadBMP("0.bmp"))
	{
		Status=TRUE;									// Set The Status To TRUE
 
		glGenTextures(1, &texture[0]);					// Create The Texture
 
		// Typical Texture Generation Using Data From The Bitmap
		glBindTexture(GL_TEXTURE_2D, texture[0]);
		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
	}
 
	if (TextureImage[0])									// If Texture Exists
	{
		if (TextureImage[0]->data)							// If Texture Image Exists
		{
			free(TextureImage[0]->data);					// Free The Texture Image Memory
		}
 
		free(TextureImage[0]);								// Free The Image Structure
	}
 
	
 
	return Status;										// Return The Status
}
 
AUX_RGBImageRec *MapWindow::LoadBMP(char *Filename)				// Loads A Bitmap Image
{
	
	return auxDIBImageLoad(Filename);				// Load The Bitmap And Return A Pointer
	
 
}
 
int MapWindow::DrawGLScene(GLvoid)								// Here's Where We Do All The Drawing
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);			// Clear The Screen And The Depth Buffer
	glLoadIdentity();							// Reset The Current Modelview Matrix
 
		
	list<Region>::iterator iter;
	
	if(CountyVisible)
	{
		for(iter = Counties.begin(); iter != Counties.end(); iter++)
		{
			DrawRegion(&*iter, "CO");
		}
	}
 
	
	if(LandmarkVisible)
	{
		list<LandmarkPoint>::iterator liter;
		for(liter = Landmarks.begin(); liter != Landmarks.end(); liter++)
		{
			DrawBitmap(&*liter);
 
		}
	}
 
	
 
 
	return TRUE;								// Everything Went OK
}
 
void MapWindow::DrawRegion(Region* MyRegion, _bstr_t Type)
{
	glBindTexture(GL_TEXTURE_2D, 0);
	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	
	if(Type == (_bstr_t)"CO")
	{
		glLineWidth( 3.0f );
		glColor3f( 0.0f, 0.0f, 0.0f );
	}
	else
	{
		glLineWidth( 1.0f );
		glColor3f( 0.0f, 0.0f, 0.0f );
	}
 
 
	list<Point>::iterator piter;
 
	glBegin(GL_POLYGON);
	for(piter = MyRegion->Points.begin(); piter != MyRegion->Points.end(); piter++)
	{
		if(piter == MyRegion->Points.begin())
		{
			piter++;
		}
		glVertex3f(piter->x, piter->y, zCoord);
 
		
	}
 
	glEnd();
	glFlush();//Draw everything to the screen
	
}
 
void MapWindow::DrawBitmap(LandmarkPoint* MyLandmark)
{		
	
	glBindTexture(GL_TEXTURE_2D, texture[0]);
 
	glBegin(GL_QUADS);
		//Front Face
		glTexCoord2f(0.0f, 0.0f); glVertex3f(MyLandmark->MyPoint.x-8, MyLandmark->MyPoint.y-8, zCoord);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(MyLandmark->MyPoint.x+8, MyLandmark->MyPoint.y-8, zCoord);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(MyLandmark->MyPoint.x+8, MyLandmark->MyPoint.y+8, zCoord);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(MyLandmark->MyPoint.x-8, MyLandmark->MyPoint.y+8, zCoord);
 
		// Back Face
		glTexCoord2f(1.0f, 0.0f); glVertex3f(MyLandmark->MyPoint.x-8, MyLandmark->MyPoint.y-8, zCoord);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(MyLandmark->MyPoint.x-8, MyLandmark->MyPoint.y+8, zCoord);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(MyLandmark->MyPoint.x+8, MyLandmark->MyPoint.y+8, zCoord);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(MyLandmark->MyPoint.x+8, MyLandmark->MyPoint.y-8, zCoord);
	glEnd();
	glFlush();//Draw everything to the screen
  
	
}
Open in New Window
 
05.15.2008 at 05:10AM PDT, ID: 21572591

Rank: Genius

Does that mean you fixed it ?

If not, try adding the following lines just before the glFlush() in the DrawRegion method.

It does two things : reset the polygon mode to what it was, and reset the color to white.
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glColor3f(1.0f, 1.0f, 1.0f);
Open in New Window
 
05.15.2008 at 05:31AM PDT, ID: 21572748
I did fix it somehow.  It was fixed when I added another drawing routine, incidentally.  I'm not sure exactly what happened, but it seems that the texture was hidden behind other polygons and now is the foremost.

Thanks for the help.
 
05.15.2008 at 05:44AM PDT, ID: 21572890

Rank: Genius

The problem was that you changed the polygon mode to GL_LINE which does not work well with textures. So, you need to reset it to GL_FILL before using the texture. Also, you set the color to black, which does not work well as background for a texture.
 
 
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