the purpose of my program is to load and display a simple cube with the same texture on each face. But the problem is that the output is not very good (just 4 faces are textured correctly).I tried lots of combinations of coordinates in the textures array but most of the time it's worse. Is it possible to set textures correctly with the function glDrawElements or not?
#define OFFSET_BUFFER(bytes) ((GLfloat *)NULL + bytes)
GLfloat vertices[] =
{
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
-1.0, 1.0, -1.0,
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
};
GLubyte indices[] =
{
0, 1, 2, 3,
4, 7, 6, 5,
0, 4, 5, 1,
3, 2, 6, 7,
0, 3, 7, 4,
1, 5, 6, 2
};
GLfloat textures[] =
{
0,0, 1,0, 1,1, 0,1,
0,1, 1,1, 1,0, 0,0,
/*//0,0, 1,0, 1,1, 0,1,
//0,0, 1,0, 1,1, 0,1,
0,1, 1,1, 1,0, 0,0,
0,1, 1,1, 1,0, 0,0,
//0,0, 1,0, 1,1, 0,1*/
};
int main(int argc, char *argv[])
{
SDL_Init(SDL_INIT_VIDEO);
SDL_WM_SetCaption("Texture Mapping",NULL);
SDL_SetVideoMode(500, 500, 32, SDL_OPENGL);
bool continuer = true;
SDL_Event event;
GLuint texCube;
glClearDepth(1.0f);
glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70.0f, (float)500.0f / (float)500.0f, 1.0f, 3000.0f);
glewInit();
texCube = loadTexture("caisse.jpg");
glBindTexture(GL_TEXTURE_2D, texCube);
glEnable(GL_TEXTURE_2D);
while (continuer)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SDL_WaitEvent(&event);
switch(event.type)
{
case SDL_QUIT:
continuer = false;
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
//Draw Cube ---------------------------------------
glPushMatrix();
glRotatef(45.0f, 1.0f, 1.0f, 0.0f);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, textures);
glDrawElements(GL_QUADS, 24, GL_UNSIGNED_BYTE, indices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
//-------------------------------------------------
glPopMatrix();
glFlush();
SDL_GL_SwapBuffers();
}
glDisable(GL_TEXTURE_2D);
SDL_Quit();
return 0;
}