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Texture Mapping problem
I have been using tao 2.0 opengl and I was doing the NeHe tutorials and I got to tutorial 6 but my cube just shows up white and I and trying to figure out where it not applying the texture the texture. was trying to do it on my own and convert it my self but then I ran into this problem and went back through the examples source and change my code here and there
Thanks
http://rafb.net/p/YE2wJF83.html
ok heres the full code
http://rafb.net/p/5fuH5x94.html
maybe someone can help with that
thanks
Azteroth
http://rafb.net/p/5fuH5x94.html
maybe someone can help with that
thanks
Azteroth
Nevermind I got it
thanks anyway
texName = new string[1]; texName[0] = "NeHe006.bmp"; texture = new int[1]; if (File.Exists(DataDirectory + GetTextureName()[0])) { FilePath = ""; } // Status indicator bool status = false; Bitmap[] textureImage = new Bitmap[GetTextureName().Length]; // Create Storage Space for the texture for (int i = 0; i < GetTextureName().Length; i++) { textureImage = new Bitmap(FilePath + DataDirectory + GetTextureName()); } // Load the Bitmap // CHeck for errors, if bitmap not found, quit if (textureImage[0] != null) { status = true; // Create the texture Gl.glGenTextures(GetTexture().Length, GetTexture()); for (int i = 0; i < textureImage.Length; i++) { textureImage.RotateFlip(RotateFlipType.RotateNoneFlipY); // Flip the bitmap along the Y axis // rectangle for locking the bitmap in memory Rectangle rectangle = new Rectangle(0, 0, textureImage.Width, textureImage.Height); // Get the bitmap's pixel data from the locked bitmap BitmapData bitmapData = textureImage.LockBits(rectangle, ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb); // Typical texture generation using data from the bitmap Gl.glBindTexture(Gl.GL_TEXTURE_2D, GetTexture()); Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGB8, textureImage.Width, textureImage.Height, 0, Gl.GL_BGR, Gl.GL_UNSIGNED_BYTE, bitmapData.Scan0); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR); if (textureImage != null) { // if texture exists textureImage.UnlockBits(bitmapData); // unlock the pixel data from memory textureImage.Dispose(); // Dispose the bitmap } } } return status;
thanks anyway
Hi. I have the same problem: my object is white, but is should be covered with a texture. How did you solve this ?
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