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tango2009
 asked on

Opengl texture problem

I am trying to use a texture on a vertex shape and when I run the program it displays a multi colored texture instead of the texture that I want to use. The code I am using is below.

This is the part where I am using the texture

void DrawFloor(void) {

        
       glBindTexture(GL_TEXTURE_2D,texture[0]);
       glTranslatef(0.0f,-3.0f,0.0f);

 glBegin(GL_QUADS);
       
        glTexCoord2f(100,0);
        //glColor3f(0.2f, 0.2f, 0.2f);
        glVertex3f(-100.0,-0.5, -100.0);
        glTexCoord2f(100,100);
       // glColor3f(0.4f, 0.4f, 0.4f);
        glVertex3f(-100.0,-0.5, 100.0);
        glTexCoord2f(0,100);
       // glColor3f(0.6f, 0.6f, 0.6f);
        glVertex3f(100.0, -0.5, 100.0);
        glTexCoord2f(0,0);
       // glColor3f(0.8f, 0.8f, 0.8f);
        glVertex3f(100.0, -0.5, -100.0);        
    glEnd();

}

I not sure what is going wrong here. When I run the program is just displays multicolored spots.
#include <stdio.h>
#include <windows.h>
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glut.h>

#include <math.h>
#include "Enemy.h"
//angle of rotation
float xpos = 0, ypos = 0, zpos = 0, xrot = 0, yrot = 0, angle=0.0;
float cRadius = 10.0f; // our radius distance from our character
float lastx, lasty;
void DrawFloor();
void DrawSnowMan();
void DrawWeapon();


//positions of the cubes
float positionz[10];
float positionx[10];
// Load in textures 

GLuint	texture[3];			// Storage For 3 Textures


int loadtextures (const char *filename, float width, float height) {

  GLuint texture;

  unsigned char *data;

  FILE *file;

  file = fopen( filename, "rb" );


  if ( file == NULL ) return 0;
  data = (unsigned char *)malloc( width * height * 3 );

  fread( data, width * height * 3, 1, file );
  fclose( file );

  glGenTextures( 1, &texture );

  glBindTexture( GL_TEXTURE_2D, texture );

  glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, 
GL_MODULATE );

  glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
 GL_LINEAR_MIPMAP_NEAREST );
  glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
 GL_LINEAR );
  gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width, height, 
GL_RGB, GL_UNSIGNED_BYTE, data );
    
  data = NULL;
  return texture;
}


void DrawWeapon(void)
{
   // Draw the Handle
   glPushMatrix();
   glRotatef(90.0f,5.0f,10.0f,5.0f);
   glScalef (2.0, 0.4, 1.0);
   glTranslatef(0.5f,-1.0f,0.6f);
   glutSolidCube (0.6);
   glPopMatrix();


   //Draw the hammer
   glPushMatrix();
   glTranslatef(0.6f,0.6f,-1.0f);
   glutSolidCube(0.9);
   glPopMatrix();



}


void DrawSnowMan(void)
{

  // Draw Body	
	glTranslatef(0.0f ,0.1f, 0.0f);
	glutSolidSphere(0.75f,20,20);

  

  // Draw Head
	glTranslatef(0.0f, 1.0f, 0.0f);
	glutSolidSphere(0.4f,20,20);

   // Draw Hand 
	glPushMatrix();
    glTranslatef(0.5f ,-0.5f, 0.0f);
	glutSolidSphere(0.4f,20,20);
    glPopMatrix();

	//Draw Second hand
	glPushMatrix();
    glTranslatef(-0.5f ,-0.5f, 0.0f);
	glutSolidSphere(0.4f,20,20);
	
    glPopMatrix();


// Draw Eyes
	glPushMatrix();
	glColor3f(0.0f,0.0f,0.0f);
	glTranslatef(0.05f, 0.10f, -0.4f);
	glutSolidSphere(0.05f,10,10);
	glTranslatef(-0.1f, 0.0f, 0.0f);
	glutSolidSphere(0.05f,10,10);
	glPopMatrix();


// Draw Nose
	glPushMatrix();
	glColor3f(1.0f, 0.5f , 0.5f);
	
	glTranslatef(0.0f,0.0f,-0.2f);
	glRotatef(180.0f,0.0f,0.0f,0.0f);
	glutSolidCone(0.08f,0.5f,10,2);
	
    glPopMatrix();
	
}



void cubepositions (void) { //set the positions of the cubes

    for (int i=0;i<10;i++)
    {
    positionz[i] = rand()%10 + 3;
    positionx[i] = rand()%10 + 3;
    }
}
//draw the cube
void cube (void) {
    for (int i=0;i<10 - 1;i++)
    {
     
    glPushMatrix();
    
    glTranslated(-positionx[i + 1] * 10, 0, -positionz[i + 1] * 10); //translate the cube
	
    // house
    glPushMatrix();
	glTranslatef(0,5,0);
    glBindTexture(GL_TEXTURE_2D,texture[0]);
    glutSolidCube(12);                 // building
    
    glTranslatef(0,5,0);
    glPushMatrix();                   // roof
    glRotatef(-90,1,0,0);
    glutSolidCone(10.5,10,16,19);
    glPopMatrix();

    glTranslatef(.75,.20,-.75);         
    glPushMatrix();                   // chimney
    glScalef(2,8,2);
    glutSolidCube(.25);
    glPopMatrix();
    glPopMatrix();

    glTranslatef(0,-.65,2);
   // glutSolidCube(2); //draw the cube
    glPopMatrix();
    }
}
void init (void) {

    glEnable (GL_LIGHTING); //enable the lighting
    glEnable (GL_LIGHT0); //enable LIGHT0, our Diffuse Light
    cubepositions();
    glEnable(GL_TEXTURE_2D);
    texture[0] = loadtextures("Wood.bmp", 256,256);
    texture[1] = loadtextures("Snow.bmp", 256,256);
   
	
}


void enable (void) {
    glEnable (GL_DEPTH_TEST); //enable the depth testing
    
    glEnable (GL_COLOR_MATERIAL);
    glShadeModel (GL_SMOOTH); //set the shader to smooth shader
    glEnable(GL_TEXTURE_2D);
}



void display (void) {
    glClearColor (0.0,0.0,0.0,1.0); //clear the screen to 
//black
    glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
//clear the color buffer and the depth buffer
    enable();
    
    GLfloat light_ambient[] = {200.0, 200.0, 200.0, 200.0}; /* Red diffuse light. */

	GLfloat light_position[] = {0.0, 0.0, 10.0, 0.0};  /* Infinite light location. */

     glBindTexture(GL_TEXTURE_2D,texture[0]);

    glLoadIdentity(); 
    
   // glutSolidCube(12);
   
    glTranslatef(0.0f, 0.0f, -cRadius);
    glRotatef(xrot,1.0,0.0,0.0);
    glColor3f(1.0f, 0.0f, 0.0f);
	glColor3f(1.0f, 1.0f, 1.0f);

    
    //glutSolidCube(2); //Our character to follow*/
	glTranslatef(0.4f,0.0f,0.0f);
    DrawSnowMan();
	DrawWeapon();
    glRotatef(yrot,0.0,1.0,0.0);  
    glTranslated(-xpos,0.0f,-zpos); 
    glColor3f(1.0f, 1.0f, 1.0f);
    cube(); //call the cube drawing function
    //Weapon();`
    glPushMatrix();
   glScalef (2.0, 0.4, 1.0);
   DrawFloor();
   new Robot;
   
  // glutWireCube (5.0);
   glPopMatrix();
    glutSwapBuffers(); //swap the buffers
	
    angle++; //increase the angle
}



void reshape (int w, int h) {
    glViewport (0, 0, (GLsizei)w, (GLsizei)h); //set the viewport
 //to the current window specifications
    glMatrixMode (GL_PROJECTION); //set the matrix to projection

    glLoadIdentity ();
    gluPerspective (60, (GLfloat)w / (GLfloat)h, 0.1, 100.0); //set the perspective (angle of sight, width, height, , depth

    glMatrixMode (GL_MODELVIEW); //set the matrix back to model

}
void keyboard (unsigned char key, int x, int y) {
    if (key=='q')
    {
    xrot += 1;
    if (xrot >360) xrot -= 360;
    }
    if (key=='z')
    {
    xrot -= 1;
    if (xrot < -360) xrot += 360;
    }
    if (key=='w')
    {
    float xrotrad, yrotrad;
    yrotrad = (yrot / 180 * 3.141592654f);
    xrotrad = (xrot / 180 * 3.141592654f); 
    xpos += float(sin(yrotrad));
    zpos -= float(cos(yrotrad));
    ypos -= float(sin(xrotrad));
    }
    if (key=='s')
    {
    float xrotrad, yrotrad;
    yrotrad = (yrot / 180 * 3.141592654f);
    xrotrad = (xrot / 180 * 3.141592654f); 
    xpos -= float(sin(yrotrad));
    zpos += float(cos(yrotrad));
    ypos += float(sin(xrotrad));
    }
    if (key=='d')
    {
    float yrotrad;
    yrotrad = (yrot / 180 * 3.141592654f);
    xpos += float(cos(yrotrad)) * 0.2;
    zpos += float(sin(yrotrad)) * 0.2;
    }
    if (key=='a')
    {
    float yrotrad;
    yrotrad = (yrot / 180 * 3.141592654f);
    xpos -= float(cos(yrotrad)) * 0.2;
    zpos -= float(sin(yrotrad)) * 0.2;
    }
    if (key==27)
    {
    exit(0);
    }
}

void DrawFloor(void) { 

	   
       glBindTexture(GL_TEXTURE_2D,texture[0]);
       glTranslatef(0.0f,-3.0f,0.0f);

 glBegin(GL_QUADS);
       
        glTexCoord2f(100,0);
        //glColor3f(0.2f, 0.2f, 0.2f);
        glVertex3f(-100.0,-0.5, -100.0);
        glTexCoord2f(100,100);
       // glColor3f(0.4f, 0.4f, 0.4f);
        glVertex3f(-100.0,-0.5, 100.0);
        glTexCoord2f(0,100);
       // glColor3f(0.6f, 0.6f, 0.6f);
        glVertex3f(100.0, -0.5, 100.0);
        glTexCoord2f(0,0);
       // glColor3f(0.8f, 0.8f, 0.8f);
        glVertex3f(100.0, -0.5, -100.0);        
    glEnd();

}

void mouseMovement(int x, int y) {
    int diffx=x-lastx; //check the difference between the 
//current x and the last x position
    int diffy=y-lasty; //check the difference between the 
//current y and the last y position
    lastx=x; //set lastx to the current x position
    lasty=y; //set lasty to the current y position
    xrot += (float) diffy; //set the xrot to xrot with the addition
 //of the difference in the y position
    yrot += (float) diffx;    //set the xrot to yrot with the addition
 //of the difference in the x position
}

int main (int argc, char **argv) {
    glutInit (&argc, argv);
    glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA); 
    glutInitWindowSize (500, 500); 
    glutInitWindowPosition (100, 100);
    glutCreateWindow ("A basic OpenGL Window"); 
    init (); 
	
    
	
	//drawSnowMan();
    glutDisplayFunc (display); 
    glutIdleFunc (display); 
    glutReshapeFunc (reshape);
    glutPassiveMotionFunc(mouseMovement); //check for mouse
// movement
    glutKeyboardFunc (keyboard); 
    glutMainLoop (); 
    return 0;
}

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Programming Languages-OtherGame ProgrammingProgramming

Avatar of undefined
Last Comment
tango2009

8/22/2022 - Mon
Infinity08

Since you seem to be using bmp files, you need to load them correctly. Specifically, you need to skip the image header in the file.

I suggest to use an image library that supports the bmp file format to load the image into memory, and extract some useful information (like width, height, image data).
Infinity08

Oh, and afaik, the pixel format in Windows gmp files is BGR, not RGB.
tango2009

ASKER
I have changed my code to deal with bmp textures it ran the first time but didn't display the texture. I now have a pop up message saying the following.

Unhandled exception at 0x69502c55 in Test.exe: 0xC0000005: Access violation reading location 0x00000000.

do you know what this means? It leads me to the something called the disassembly.

My new code is below.
#include <stdio.h>
#include <windows.h>
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glut.h>

#include <math.h>
#include "Enemy.h"
//angle of rotation
float xpos = 0, ypos = 0, zpos = 0, xrot = 0, yrot = 0, angle=0.0;
float cRadius = 10.0f; // our radius distance from our character
float lastx, lasty;
void DrawFloor();
void DrawSnowMan();
void DrawWeapon();


//positions of the cubes
float positionz[10];
float positionx[10];
// Load in textures 
		// Storage For 3 Textures
#define SNOW 0

struct Image 
{
    unsigned long size_x;
    unsigned long size_y;
    char *data;
};

typedef struct Image Image;

const int textureCount = 1; // specifies # of textures

Image myTextureData[textureCount];  //array storing image texture info
GLuint theTexture[textureCount];  //array storing OpenGL texture info

/* texture filename list */
char* textureFilenames[textureCount] = {"Snow.bmp"};

int window_width = 800; //sets the width of the window
int window_height = 600; //sets the hight of the window

///////////////////////////////////////////////
//////////////////////////////////////////////


int imageLoader(const char *filename, Image *image) 
{
    FILE *file;

    unsigned long size;
    unsigned long i;
    unsigned short int planes;
    unsigned short int bpp;

    char temp;
	char finalName[80];

	glTexCoord2f(1.0, 0.0);

	strcpy(finalName, "" );
	strcat(finalName, filename);

    if ((file = fopen(finalName, "rb"))==NULL) 
	{
		printf("File Not Found : %s\n",finalName);
		return 0;
    }

    fseek(file, 18, SEEK_CUR);

	glTexCoord2f(1.0, 0.0);
    
	if ((i = fread(&image->size_x, 4, 1, file)) != 1) 
	{
		printf("Error reading width from %s.\n", finalName);
		return 0;
    }

    if ((i = fread(&image->size_y, 4, 1, file)) != 1) 
	{
		printf("Error reading height from %s.\n", finalName);
		return 0;
    }

    size = image->size_x * image->size_y * 3;

    if ((fread(&planes, 2, 1, file)) != 1) 
	{
		printf("Error reading planes from %s.\n", finalName);
		return 0;
    }

    if (planes != 1) 
	{
		printf("Planes from %s is not 1: %u\n", finalName, planes);
		return 0;
    }

    if ((i = fread(&bpp, 2, 1, file)) != 1) 
	{
		printf("Error reading bpp from %s.\n", finalName);
		return 0;
    }

    if (bpp != 24) 
	{
		printf("Bpp from %s is not 24: %u\n", finalName, bpp);
		return 0;
    }

    fseek(file, 24, SEEK_CUR);

    image->data = (char *) malloc(size);

    if (image->data == NULL) 
	{
		printf("Error allocating memory for color-corrected image data");
		return 0;
    }

    if ((i = fread(image->data, size, 1, file)) != 1) 
	{
		printf("Error reading image data from %s.\n", finalName);
		return 0;
    }

    for (i=0;i<size;i+=3) 
	{
		temp = image->data[i];
		image->data[i] = image->data[i+2];
		image->data[i+2] = temp;
    }
    return 1;
}

//////////////////////////////////////////////////////
////Texture Loader
//////////////////////////////////////////////////////

void textureLoader() 
{
	/* set the pixel storage, GL_UNPACK_ALIGNMENT : specifies alignment requirements
	   for the start of each pixel row in memory 1 = byte-alignment*/
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

	for(int k=0; k < textureCount; k++) 
	{
		if(!imageLoader(textureFilenames[k], &myTextureData[k])) 
			exit(1);
		
		/* generate texture names */
		glGenTextures(1, &theTexture[k]);
		/* create a named texture bound to a texture target */
	    glBindTexture(GL_TEXTURE_2D, theTexture[k]);

		/* set the texture parameters */
		glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
		glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
		/* builds and load a set of mipmaps */
	   	gluBuild2DMipmaps(GL_TEXTURE_2D, 3, myTextureData[k].size_x, myTextureData[k].size_y, GL_RGB, GL_UNSIGNED_BYTE, myTextureData[k].data);
	}
}

void DrawWeapon(void)
{
   // Draw the Handle
   glPushMatrix();
   glRotatef(90.0f,5.0f,10.0f,5.0f);
   glScalef (2.0, 0.4, 1.0);
   glTranslatef(0.5f,-1.0f,0.6f);
   glutSolidCube (0.6);
   glPopMatrix();


   //Draw the hammer
   glPushMatrix();
   glTranslatef(0.6f,0.6f,-1.0f);
   glutSolidCube(0.9);
   glPopMatrix();



}


void DrawSnowMan(void)
{

  // Draw Body	
	glTranslatef(0.0f ,0.1f, 0.0f);
	glutSolidSphere(0.75f,20,20);

  

  // Draw Head
	glTranslatef(0.0f, 1.0f, 0.0f);
	glutSolidSphere(0.4f,20,20);

   // Draw Hand 
	glPushMatrix();
    glTranslatef(0.5f ,-0.5f, 0.0f);
	glutSolidSphere(0.4f,20,20);
    glPopMatrix();

	//Draw Second hand
	glPushMatrix();
    glTranslatef(-0.5f ,-0.5f, 0.0f);
	glutSolidSphere(0.4f,20,20);
	
    glPopMatrix();


// Draw Eyes
	glPushMatrix();
	glColor3f(0.0f,0.0f,0.0f);
	glTranslatef(0.05f, 0.10f, -0.4f);
	glutSolidSphere(0.05f,10,10);
	glTranslatef(-0.1f, 0.0f, 0.0f);
	glutSolidSphere(0.05f,10,10);
	glPopMatrix();


// Draw Nose
	glPushMatrix();
	glColor3f(1.0f, 0.5f , 0.5f);
	
	glTranslatef(0.0f,0.0f,-0.2f);
	glRotatef(180.0f,0.0f,0.0f,0.0f);
	glutSolidCone(0.08f,0.5f,10,2);
	
    glPopMatrix();
	
}



void cubepositions (void) { //set the positions of the cubes

    for (int i=0;i<10;i++)
    {
    positionz[i] = rand()%10 + 3;
    positionx[i] = rand()%10 + 3;
    }
}
//draw the cube
void cube (void) {
    for (int i=0;i<10 - 1;i++)
    {
     
    glPushMatrix();
    
    glTranslated(-positionx[i + 1] * 10, 0, -positionz[i + 1] * 10); //translate the cube
	
    // house
    glPushMatrix();
	glTranslatef(0,5,0);
    //glBindTexture(GL_TEXTURE_2D,texture[0]);
    glutSolidCube(12);                 // building
    
    glTranslatef(0,5,0);
    glPushMatrix();                   // roof
    glRotatef(-90,1,0,0);
    glutSolidCone(10.5,10,16,19);
    glPopMatrix();

    glTranslatef(.75,.20,-.75);         
    glPushMatrix();                   // chimney
    glScalef(2,8,2);
    glutSolidCube(.25);
    glPopMatrix();
    glPopMatrix();

    glTranslatef(0,-.65,2);
   // glutSolidCube(2); //draw the cube
    glPopMatrix();
    }
}
void init (void) {

    glEnable (GL_LIGHTING); //enable the lighting
    glEnable (GL_LIGHT0); //enable LIGHT0, our Diffuse Light
    cubepositions();
    glEnable(GL_TEXTURE_2D);
  //  texture[0] = loadtextures("Wood.bmp", 256,256);
   // texture[1] = loadtextures("Snow.bmp", 256,256);
   
	
}


void enable (void) {
    glEnable (GL_DEPTH_TEST); //enable the depth testing
    
    glEnable (GL_COLOR_MATERIAL);
    glShadeModel (GL_SMOOTH); //set the shader to smooth shader
    glEnable(GL_TEXTURE_2D);
}



void display (void) {
    glClearColor (0.0,0.0,0.0,1.0); //clear the screen to 
//black
    glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
//clear the color buffer and the depth buffer
    enable();
    
    GLfloat light_ambient[] = {200.0, 200.0, 200.0, 200.0}; /* Red diffuse light. */

	GLfloat light_position[] = {0.0, 0.0, 10.0, 0.0};  /* Infinite light location. */

     //glBindTexture(GL_TEXTURE_2D,texture[0]);

    glLoadIdentity(); 
    
   // glutSolidCube(12);
   
    glTranslatef(0.0f, 0.0f, -cRadius);
    glRotatef(xrot,1.0,0.0,0.0);
    glColor3f(1.0f, 0.0f, 0.0f);
	glColor3f(1.0f, 1.0f, 1.0f);

    
    //glutSolidCube(2); //Our character to follow*/
	glTranslatef(0.4f,0.0f,0.0f);
    DrawSnowMan();
	DrawWeapon();
    glRotatef(yrot,0.0,1.0,0.0);  
    glTranslated(-xpos,0.0f,-zpos); 
    glColor3f(1.0f, 1.0f, 1.0f);
    cube(); //call the cube drawing function
    //Weapon();`
    glPushMatrix();
   glScalef (2.0, 0.4, 1.0);
   DrawFloor();
   new Robot;
   
  // glutWireCube (5.0);
   glPopMatrix();
    glutSwapBuffers(); //swap the buffers
	
    angle++; //increase the angle
}



void reshape (int w, int h) {
    glViewport (0, 0, (GLsizei)w, (GLsizei)h); //set the viewport
 //to the current window specifications
    glMatrixMode (GL_PROJECTION); //set the matrix to projection

    glLoadIdentity ();
    gluPerspective (60, (GLfloat)w / (GLfloat)h, 0.1, 100.0); //set the perspective (angle of sight, width, height, , depth

    glMatrixMode (GL_MODELVIEW); //set the matrix back to model

}
void keyboard (unsigned char key, int x, int y) {
    if (key=='q')
    {
    xrot += 1;
    if (xrot >360) xrot -= 360;
    }
    if (key=='z')
    {
    xrot -= 1;
    if (xrot < -360) xrot += 360;
    }
    if (key=='w')
    {
    float xrotrad, yrotrad;
    yrotrad = (yrot / 180 * 3.141592654f);
    xrotrad = (xrot / 180 * 3.141592654f); 
    xpos += float(sin(yrotrad));
    zpos -= float(cos(yrotrad));
    ypos -= float(sin(xrotrad));
    }
    if (key=='s')
    {
    float xrotrad, yrotrad;
    yrotrad = (yrot / 180 * 3.141592654f);
    xrotrad = (xrot / 180 * 3.141592654f); 
    xpos -= float(sin(yrotrad));
    zpos += float(cos(yrotrad));
    ypos += float(sin(xrotrad));
    }
    if (key=='d')
    {
    float yrotrad;
    yrotrad = (yrot / 180 * 3.141592654f);
    xpos += float(cos(yrotrad)) * 0.2;
    zpos += float(sin(yrotrad)) * 0.2;
    }
    if (key=='a')
    {
    float yrotrad;
    yrotrad = (yrot / 180 * 3.141592654f);
    xpos -= float(cos(yrotrad)) * 0.2;
    zpos -= float(sin(yrotrad)) * 0.2;
    }
    if (key==27)
    {
    exit(0);
    }
}

void DrawFloor(void) { 

	   
       glBindTexture(GL_TEXTURE_2D, theTexture[SNOW]);
       glTranslatef(0.0f,-3.0f,0.0f);

 glBegin(GL_QUADS);
       
        glTexCoord2f(100,0);
        //glColor3f(0.2f, 0.2f, 0.2f);
        glVertex3f(-100.0,-0.5, -100);
        glTexCoord2f(100,100);
       // glColor3f(0.4f, 0.4f, 0.4f);
        glVertex3f(-100.0,-0.5, 100.0);
        glTexCoord2f(0,100);
       // glColor3f(0.6f, 0.6f, 0.6f);
        glVertex3f(100.0, -0.5, 100.0);
        glTexCoord2f(0,0);
       // glColor3f(0.8f, 0.8f, 0.8f);
        glVertex3f(100.0, -0.5, -100.0);        
    glEnd();

}

void mouseMovement(int x, int y) {
    int diffx=x-lastx; //check the difference between the 
//current x and the last x position
    int diffy=y-lasty; //check the difference between the 
//current y and the last y position
    lastx=x; //set lastx to the current x position
    lasty=y; //set lasty to the current y position
    xrot += (float) diffy; //set the xrot to xrot with the addition
 //of the difference in the y position
    yrot += (float) diffx;    //set the xrot to yrot with the addition
 //of the difference in the x position
}

int main (int argc, char **argv) {
    glutInit (&argc, argv);
    glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB); 
    glutInitWindowSize (500, 500); 
    glutInitWindowPosition (100, 100);
    glutCreateWindow ("A basic OpenGL Window"); 
    init (); 
	
    
	
	//drawSnowMan();
    glutDisplayFunc (display); 
    glutIdleFunc (display); 
    glutReshapeFunc (reshape);
    glutPassiveMotionFunc(mouseMovement); //check for mouse
// movement
    glutKeyboardFunc (keyboard); 
    glutMainLoop (); 
    return 0;
}

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tango2009

ASKER
Well that problem seems to have stopped happening now. But the texture still isn't displayed. Could it be the way that I have set the texture up with the vertices?

 glBindTexture(GL_TEXTURE_2D, theTexture[SNOW]);
       glTranslatef(0.0f,-3.0f,0.0f);

 glBegin(GL_QUADS);
       
        glTexCoord2f(100,0);
        //glColor3f(0.2f, 0.2f, 0.2f);
        glVertex3f(-100.0,-0.5, -100);
        glTexCoord2f(100,100);
       // glColor3f(0.4f, 0.4f, 0.4f);
        glVertex3f(-100.0,-0.5, 100.0);
        glTexCoord2f(0,100);
       // glColor3f(0.6f, 0.6f, 0.6f);
        glVertex3f(100.0, -0.5, 100.0);
        glTexCoord2f(0,0);
       // glColor3f(0.8f, 0.8f, 0.8f);
        glVertex3f(100.0, -0.5, -100.0);        
    glEnd();

Infinity08

You don't actually call textureLoader to load the textures.


>> glTexCoord2f(100,0);

Use coordinates between 0 and 1 for textures, so :

        glTexCoord2f(1.0f, 0.0f);

(similarly for the other glTexCoord2f calls)
tango2009

ASKER
I have it working now, how to I load in multiple textures do I have to create a new texture count for each texture?

One more thing how do I use a texture on a glutSolidCube?
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Infinity08

Those are really different questions, but :


>> I have it working now, how to I load in multiple textures do I have to create a new texture count for each texture?

You load each texture, and keep track of its texture id (the GLuint's you are currently storing in the global theTexture array).


>> One more thing how do I use a texture on a glutSolidCube?

There are no texture coordinates for a glutSolidCube, so you cannot simply apply a texture.
tango2009

ASKER
If I wanted to add another texture would it be like this?

const int textureCount = 2; // specifies # of textures


Image myTextureData[textureCount];  //array storing image texture info
GLuint theTexture[textureCount];  //array storing OpenGL texture info

/* texture filename list */
char* textureFilenames[textureCount] = {"Snow.bmp"};
char* textureFilename[textureCount] = {"Wood.bmp"};
ASKER CERTIFIED SOLUTION
Infinity08

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tango2009

ASKER
ok sorry about that
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