mad666
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OpenGL texture mapping
How can I map a texture automatically in OpenGl ???
I tried to use OpenGl's automatic texture coord generation, but it don't seems to work.
mad666@infovia.com.ar
I tried to use OpenGl's automatic texture coord generation, but it don't seems to work.
mad666@infovia.com.ar
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Send me code please...
mad666, you should accept an answer after you have seen the code not before. It could well be that I had given you better code (although TheNeil's is surely not bad either).
Thanks Lischke (I think).
As for some code then this is what I use:
PROCEDURE CalculateMapping(ax, ay, az, bx, by, bz, cx, cy, cz : REAL;
rMaxX, rMinX, rMaxY, rMinY, rMaxZ, rMinZ : REAL;
VAR p1x, p1y, p2x, p2y, p3x, p3y : REAL;
iMapDir : LONGINT);
VAR
rSx : REAL;
rSy : REAL;
rSz : REAL;
BEGIN
rSx := 1 / ABS(rMaxX - rMinX);
rSy := 1 / ABS(rMaxY - rMinY);
rSz := 1 / ABS(rMaxZ - rMinZ);
CASE iMapDir OF
0 : BEGIN //Side
p1x := (ax - rMinX) * rSx;
p2x := (bx - rMinX) * rSx;
p3x := (cx - rMinX) * rSx;
p1y := (ay - rMinY) * rSy;
p2y := (by - rMinY) * rSy;
p3y := (cy - rMinY) * rSy;
END;
1 : BEGIN //Top
p1x := (ax - rMinX) * rSx;
p2x := (bx - rMinX) * rSx;
p3x := (cx - rMinX) * rSx;
p1y := (az - rMinZ) * rSz;
p2y := (bz - rMinZ) * rSz;
p3y := (cz - rMinZ) * rSz;
END;
2 : BEGIN //Front
p1x := (az - rMinZ) * rSz;
p2x := (bz - rMinZ) * rSz;
p3x := (cz - rMinZ) * rSz;
p1y := (ay - rMinY) * rSy;
p2y := (by - rMinY) * rSy;
p3y := (cy - rMinY) * rSy;
END;
END;
END;
It gets called like:
GetXRange(rMinX, rMaxX, iObjectMatch);
GetYRange(rMinY, rMaxY, iObjectMatch);
GetZRange(rMinZ, rMaxZ, iObjectMatch);
CalculateAlphaMapping(<Poi nt 1.x>, <Point 1.y>, <Point 1.z>,
<Point 2.x>, <Point 2.y>, <Point 2.z>,
<Point 3.x>, <Point 3.y>, <Point 3.z>,
rMaxX, rMinX, rMaxY, rMinY, rMaxZ, rMinZ,
px[1], py[1], px[2], py[2], px[3], py[3],
<Mapping Direction>);
The results get placed into the three arrays px, py, and pz (all of which are defined as ARRAY [1..3] OF REAL). These then contain the mapping values for each of the three points. You will need to write the three routines to get your point ranges (in the above code mine are called GetXRange, GetYRange, and GetZRange). These though are a total doddle as they just iterate through your co-ordinate data and find the maximum and minimum values
Hope this is what you're after (and hope it justifies the points)
The Neil =:)
As for some code then this is what I use:
PROCEDURE CalculateMapping(ax, ay, az, bx, by, bz, cx, cy, cz : REAL;
rMaxX, rMinX, rMaxY, rMinY, rMaxZ, rMinZ : REAL;
VAR p1x, p1y, p2x, p2y, p3x, p3y : REAL;
iMapDir : LONGINT);
VAR
rSx : REAL;
rSy : REAL;
rSz : REAL;
BEGIN
rSx := 1 / ABS(rMaxX - rMinX);
rSy := 1 / ABS(rMaxY - rMinY);
rSz := 1 / ABS(rMaxZ - rMinZ);
CASE iMapDir OF
0 : BEGIN //Side
p1x := (ax - rMinX) * rSx;
p2x := (bx - rMinX) * rSx;
p3x := (cx - rMinX) * rSx;
p1y := (ay - rMinY) * rSy;
p2y := (by - rMinY) * rSy;
p3y := (cy - rMinY) * rSy;
END;
1 : BEGIN //Top
p1x := (ax - rMinX) * rSx;
p2x := (bx - rMinX) * rSx;
p3x := (cx - rMinX) * rSx;
p1y := (az - rMinZ) * rSz;
p2y := (bz - rMinZ) * rSz;
p3y := (cz - rMinZ) * rSz;
END;
2 : BEGIN //Front
p1x := (az - rMinZ) * rSz;
p2x := (bz - rMinZ) * rSz;
p3x := (cz - rMinZ) * rSz;
p1y := (ay - rMinY) * rSy;
p2y := (by - rMinY) * rSy;
p3y := (cy - rMinY) * rSy;
END;
END;
END;
It gets called like:
GetXRange(rMinX, rMaxX, iObjectMatch);
GetYRange(rMinY, rMaxY, iObjectMatch);
GetZRange(rMinZ, rMaxZ, iObjectMatch);
CalculateAlphaMapping(<Poi
<Point 2.x>, <Point 2.y>, <Point 2.z>,
<Point 3.x>, <Point 3.y>, <Point 3.z>,
rMaxX, rMinX, rMaxY, rMinY, rMaxZ, rMinZ,
px[1], py[1], px[2], py[2], px[3], py[3],
<Mapping Direction>);
The results get placed into the three arrays px, py, and pz (all of which are defined as ARRAY [1..3] OF REAL). These then contain the mapping values for each of the three points. You will need to write the three routines to get your point ranges (in the above code mine are called GetXRange, GetYRange, and GetZRange). These though are a total doddle as they just iterate through your co-ordinate data and find the maximum and minimum values
Hope this is what you're after (and hope it justifies the points)
The Neil =:)
what object do you have on which you want to apply a texture? Is your question about loading a texture into OpenGL or is it about generating texture coordinates?
Ciao, Mike