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Author Topic: [Solved]textured cube  (Read 3219 times)

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short_name

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[Solved]textured cube
« on: January 29, 2012, 05:43:31 am »
I am trying to create a cube based on the "Using OpenGL" tutorial. I am using sfml 2.0. The problem is the cube shows up as plain white no matter if I bind the texture or not. I am not an expert on OpenGL so I am geussing that I am making a silly mistake. I found another post at http://www.sfml-dev.org/forum/viewtopic.php?t=2041&sid=1397d9c455d32225fdcdc4bed5542c29 that says I need to set the texture coordinates for each quad which I think I am doing correctly. Any suggestions would be greatly appreciated!

Code: [Select]

#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/OpenGL.hpp>
#include <iostream>

using namespace std;
int main()
{
    sf::Window App(sf::VideoMode(800, 600, 32), "SFML OpenGL");
    sf::Clock Clock;
    glClearDepth(1.f);
    glClearColor(0.f, 0.f, 0.f, 0.f);
    sf::Texture Texture;
    if( Texture.LoadFromFile( "test.png" ) )
    {
      cout << "image loaded!" << endl;
    }
    else
    {
      cout << "image not found!" << endl;
    }
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(90.f, 1.f, 1.f, 500.f);
    double seconds = 0;
    while (App.IsOpened())
    {
        sf::Event Event;
        while (App.PollEvent(Event))
        {
            if (Event.Type == sf::Event::Closed)
                App.Close();
            if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Keyboard::Escape))
                App.Close();
            if (Event.Type == sf::Event::Resized)
                glViewport(0, 0, Event.Size.Width, Event.Size.Height);
        }
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        glTranslatef(0.f, 0.f, -200.f);
        seconds = Clock.GetElapsedTime() / 1000.0;
        glRotatef( seconds * 50 , 1.f, 0.f, 0.f);
        glRotatef( seconds * 30 , 0.f, 1.f, 0.f);
        glRotatef( seconds * 90 , 0.f, 0.f, 1.f);
        //Uncommenting the next line does not affect the cube at all
        //Texture.Bind();

        glBegin(GL_QUADS);
        glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f);
        glTexCoord2f(0, 1); glVertex3f(-50.f,  50.f, -50.f);
        glTexCoord2f(1, 1); glVertex3f( 50.f,  50.f, -50.f);
        glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, -50.f);

        glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, 50.f);
        glTexCoord2f(0, 1); glVertex3f(-50.f,  50.f, 50.f);
        glTexCoord2f(1, 1); glVertex3f( 50.f,  50.f, 50.f);
        glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, 50.f);

        glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f);
        glTexCoord2f(0, 1); glVertex3f(-50.f,  50.f, -50.f);
        glTexCoord2f(1, 1); glVertex3f(-50.f,  50.f,  50.f);
        glTexCoord2f(1, 0); glVertex3f(-50.f, -50.f,  50.f);

        glTexCoord2f(0, 0); glVertex3f(50.f, -50.f, -50.f);
        glTexCoord2f(0, 1); glVertex3f(50.f,  50.f, -50.f);
        glTexCoord2f(1, 1); glVertex3f(50.f,  50.f,  50.f);
        glTexCoord2f(1, 0); glVertex3f(50.f, -50.f,  50.f);

        glTexCoord2f(0, 1); glVertex3f(-50.f, -50.f,  50.f);
        glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f);
        glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, -50.f);
        glTexCoord2f(1, 1); glVertex3f( 50.f, -50.f,  50.f);

        glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f,  50.f);
        glTexCoord2f(0, 0); glVertex3f(-50.f, 50.f, -50.f);
        glTexCoord2f(1, 0); glVertex3f( 50.f, 50.f, -50.f);
        glTexCoord2f(1, 1); glVertex3f( 50.f, 50.f,  50.f);
        glEnd();

        App.Display();
    }
    return EXIT_SUCCESS;
}

short_name

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small adjustment resolved it
« Reply #1 on: January 29, 2012, 10:37:23 pm »
I changed sf::Window to sf::RenderWindow and kablamo it works now.

Groogy

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[Solved]textured cube
« Reply #2 on: January 29, 2012, 10:42:54 pm »
You should be able to do it with just a sf::Window, you problable need to enable a state in order to use textures that sf::RenderWindow does for you. I think there is a flag just for using texturss. glEnable( GL_TEXTURE ) or something like that. Not 100% certain. Look up Nehe's tutorial.
Developer and Maker of rbSFML and Programmer at Paradox Development Studio

 

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