You have commented out the glBindTexture call. You have to create a texture object, using the idea you've got from glGenTextures, using glBindTexture, before you can set the properties for a texture(such as the pixels, repeating and such things).
Hylke
From: "sana anwar" <[EMAIL PROTECTED]>
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Subject: Re: [Lib3ds-devel] texture mapping problem
Date: Fri, 12 May 2006 09:27:16 +0500
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hi!!thanks but i think i m having problem with texture loading n binding.bcoz my application runs but halt n didnt show any thing. i m doing the following:glEnable(GL_TEXTURE_2D);
num_texture= LoadBitmapFunction("explosion.bmp");
glBindTexture(GL_TEXTURE_2D, num_texture);
glBegin(GL_TRIANGLES);
for (i=0; i<3; ++i)
{
glNormal3fv(normalL[3*p+i]);
if(mesh->texels)
glTexCoord2f(mesh->texelL[f->points[i]][0],
mesh->texelL[f->points[i]][1]);
glVertex3fv(mesh->pointL[f->points[i]].pos);
}
glEnd();
glDisable(GL_TEXTURE_2D);and in loadBitmapFunctionint i, j=0; //Index variables
id_texture++; // The counter of the current texture is increased
if( (l_file = fopen(filename, "rb"))==NULL) return (-1); // Open the file for reading
fread(&fileheader, sizeof(fileheader), 1, l_file); // Read the fileheader
fseek(l_file, sizeof(fileheader), SEEK_SET); // Jump the fileheader
fread(&infoheader, sizeof(infoheader), 1, l_file); // and read the infoheader
l_texture = (byte *) malloc(infoheader.biWidth * infoheader.biHeight * 4);
memset(l_texture, 0, infoheader.biWidth * infoheader.biHeight * 4);
for (i=0; i < infoheader.biWidth*infoheader.biHeight; i++)
{
// We load an RGB value from the file
fread(&rgb, sizeof(rgb), 1, l_file);// And store it
l_texture[j+0] = rgb.rgbtRed; // Red component
l_texture[j+1] = rgb.rgbtGreen; // Green component
l_texture[j+2] = rgb.rgbtBlue; // Blue component
l_texture[j+3] = 255; // Alpha value
j += 4; // Go to the next position
}fclose(l_file); // Closes the file stream
// glBindTexture(GL_TEXTURE_2D, id_texture); // Bind the ID texture specified by the 2nd parameter
// The next commands sets the texture parameters
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // If the u,v coordinates overflow the range 0,1 the image is repeated
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // The magnification function ("linear" produces better results)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); //The minifying function// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); // We don't combine the color with the original surface color, use only the texture map.
// Finally we define the 2d texture
glTexImage2D(GL_TEXTURE_2D, 0, 4, infoheader.biWidth, infoheader.biHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, l_texture);// And create 2d mipmaps for the minifying function
// gluBuild2DMipmaps(GL_TEXTURE_2D, 4, infoheader.biWidth, infoheader.biHeight, GL_RGBA, GL_UNSIGNED_BYTE, l_texture);free(l_texture); // Free the memory we used to load the texture
return (id_texture);}
if u find the problem plzzzz suggest me some solution
On 5/11/06, Hylke Donker <[EMAIL PROTECTED]> wrote:glBegin(GL_TRIANGLES);
for(int i = 0;i < 3;i++)
{
glNormal3fv(normals[3*p+i]); //set normal vector of that point
if(mesh->texels)
glTexCoord2f(mesh->texelL[f->points[i]][0],
mesh->texelL[f->points[i]][1]);
glVertex3fv(mesh->pointL[f->points[i]].pos); //Draw the damn triangle
}
glEnd();
From: "sana anwar" <[EMAIL PROTECTED]>
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Subject: [Lib3ds-devel] texture mapping problem
Date: Thu, 11 May 2006 16:10:03 +0500
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FILETIME=[E96B2E90:01C674EB]
if any body help me!!!!
i cant be able to form texture coordinate.i have tried alot.
plz help me,i am attacing the project so u can see the real problem in it
n suggest some solution.
sana
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