Hej Sana,

you need to be a bit more patient - I have an intense job, and your e-mail
is only one of 20 other mails in my Inbox that need to be answered.

>   i checked this link
> http://www.geofront.se/test_3ds.tar.gz,
The code there is gone since a long time ago, it was only a proposal.
Besides, it doesn't provide anything more than the one that you find in
player.c of the current CVS.

Have you tried player.c from there ?
Does it work for you, that is, does it load textures ?
Do you use SDL_image ?

I don't see any glTexImage2D() call there. You only generate a
texture id. Where do you actually _upload_ the texture to OpenGL ?

My tip: try to generate a simple black-white texture first.

float testdata[] = {0,1,1,0};

glGenTextures(1, &tex_id);
glBindTexture(GL_TEXTURE_2D,tex_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,
             2, 2, 0, GL_LUMINACE, GL_FLOAT, testdata);
// NEVER forget this if you dont have mipmaps !
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);


>   but didn't find the code at there. Please help me, i am just exhusted while 
> doing attempts tu mapp texture in player.c,but it all turns useless.I m using 
> lib3ds ver 1.2.0.please give me some sample code or help me.In renderNode() i 
> m doing this
>   /*****************Start**********************/
>    image  = IMG_Load(&mat->texture1_map.name[0]);
>      if(image)
>       {
>        upload_format = GL_RED; /* safe choice, shows errors */
>           // bytespp = image->format->BytesPerPixel;
>           // pixel = NULL;
>         glGenTextures(1, &tex_id);
>        scale_x = 640/(float)TEX_XSIZE;
>            scale_y = 480/(float)TEX_YSIZE;
>                  }
>        glBindTexture(GL_TEXTURE_2D,tex_id);
>       glBegin(GL_TRIANGLES);
>         for (i=0; i<3; ++i)
>       {
>         glNormal3fv(normalL[3*p+i]);
>        if(mesh->texels)
>        glTexCoord2f(mesh->texelL[f->points[i]][1]*scale_x,
>          scale_y - mesh->texelL[f->points[i]][0]*scale_y);
>
>        glVertex3fv(mesh->pointL[f->points[i]].pos);
>       }
>      glEnd();
>      SDL_FreeSurface(image); /* No longer needed */
>     glDisable(GL_TEXTURE_2D);
>   /*************************end*******************************/
>   if u fine any bug in it tell me the right way to apply texture.because it 
> is urgent to me
>
>
>   Waiting for your favourable respose
>
>
>   thanks
>
>
> ---------------------------------
> Yahoo! Messenger with Voice. Make PC-to-Phone Calls to the US (and 30+ 
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Servus,
  Gernot

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