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More than one texture? Lesson10 ASC Importer

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0 comments, last by Spikus 24 years, 1 month ago
I''m currently integrating John Zolis'' 3DS ASC importer into Lesson10 and I''ve got as far as trying to load multiple textures from a *.mtl file and hit a dead end....it''ll display the objects w/ one texture just fine. Any additional textures don''t display correctly. Here''s the modified LoadGLTextures() and DrawGLScene(GLvoid) when debugging, the values for texture[0]=1 & texture[1]=2 The values in "objects" appear to be just fine. int LoadGLTextures() // Load Bitmaps And Convert To Textures { int Status=FALSE; // Status Indicator AUX_RGBImageRec *TextureImage[1]; // Create storage space for one TextureImage glGenTextures(MAXTEXTURE, texture); // MAXTEXTURES is the max number of textures for (int i=0; i < numTextures; i++) { memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL // Load The Bitmap, Check For Errors, If Bitmap''s Not Found Quit TextureImage[0]=LoadBMP(textureList->bitmapname); Status=TRUE; // Set The Status To TRUE // Create Nearest Filtered Texture glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); if (TextureImage[0]) // If Texture Exists { if (TextureImage[0]->data) // If Texture Image Exists { free(TextureImage[0]->data); // Free The Texture Image Memory } free(TextureImage[0]); // Free The Image Structure } } return Status; // Return The Status } int DrawGLScene(GLvoid) // Here''s Where We Do All The Drawing { glClear(GL_COLOR_BUFFER_BIT / GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); // Reset The View // int curObject = 5; GLfloat x_m, y_m, z_m, u_m, v_m; GLfloat xtrans = -xpos; GLfloat ztrans = -zpos; GLfloat ytrans = -walkbias-0.25f; GLfloat sceneroty = 360.0f - yrot; glRotatef(lookupdown,1.0f,0,0); glRotatef(sceneroty,0,1.0f,0); glTranslatef(xtrans, ytrans, ztrans); //Process each Object for (int curObject = 0; curObject < numObjects; curObject++) { // Process Each Triangle for (int curFace = 0; curFace < objects[curObject]->numFace; curFace++) { glBindTexture(GL_TEXTURE_2D, texture[objects[curObject]->pFace[curFace].texture]); glBegin(GL_TRIANGLES); glNormal3f( 0.0f, 0.0f, 1.0f); x_m = objects[curObject]->pVertex[objects[curObject]->pFace[curFace].vertex[0]].x; y_m = objects[curObject]->pVertex[objects[curObject]->pFace[curFace].vertex[0]].y; z_m = objects[curObject]->pVertex[objects[curObject]->pFace[curFace].vertex[0]].z; u_m = objects[curObject]->pVertex[objects[curObject]->pFace[curFace].vertex[0]].u; v_m = objects[curObject]->pVertex[objects[curObject]->pFace[curFace].vertex[0]].v; if (curObject == 0) glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m); x_m = objects[curObject]->pVertex[objects[curObject]->pFace[curFace].vertex[1]].x; y_m = objects[curObject]->pVertex[objects[curObject]->pFace[curFace].vertex[1]].y; z_m = objects[curObject]->pVertex[objects[curObject]->pFace[curFace].vertex[1]].z; u_m = objects[curObject]->pVertex[objects[curObject]->pFace[curFace].vertex[1]].u; v_m = objects[curObject]->pVertex[objects[curObject]->pFace[curFace].vertex[1]].v; if (curObject == 0) glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m); x_m = objects[curObject]->pVertex[objects[curObject]->pFace[curFace].vertex[2]].x; y_m = objects[curObject]->pVertex[objects[curObject]->pFace[curFace].vertex[2]].y; z_m = objects[curObject]->pVertex[objects[curObject]->pFace[curFace].vertex[2]].z; u_m = objects[curObject]->pVertex[objects[curObject]->pFace[curFace].vertex[2]].u; v_m = objects[curObject]->pVertex[objects[curObject]->pFace[curFace].vertex[2]].v; if (curObject == 0) glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m); glEnd(); } } return TRUE; // Everything Went OK } </i>
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Or I could just delete the "if (curObject == 0) " before UV mapping the texture...Doh!

If anybody wants a copy of the now working ASC importer let me by email!

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