I am working on a n-body code with "glut functions" display. I would like to display each body with a 2D texture from a bmp image. Currently, I can draw a single textured element with the following code :
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear The Screen And The Depth Buffer
glBindTexture(GL_TEXTURE_2D, texture[0]); // pick the texture.
glBegin(GL_QUADS); // begin drawing the textured quad.
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f);
glEnd(); // done drawing the textured quad.
In the first version of my code, I draw the positions of each body with the following display function :
void drawPoints()
{
GLuint vbo;
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexPointer(4, GL_DOUBLE, 4*sizeof(double), pos);
glEnableClientState(GL_VERTEX_ARRAY);
if (colorVBO) {
glBindBuffer(GL_ARRAY_BUFFER, id_colorVBO);
glColorPointer(4, GL_DOUBLE, 4*sizeof(double), pos);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glColor3f(1, 1, 0);
glDrawArrays(GL_POINTS, 0, numBodies);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
where pos
array contains the coordinates x, y, z of each body. I am using glDrawArrays
function to draw all the points at the same time.
Could you tell me how to plot all the textured elements and not only one, i.e a way to use the coordinates pos
array for indicate the positions of all the textured bodies and draw them.
Updated :
ok, I try to use glTexCoordPointer with the following display function :
void drawPoints()
{
glPushMatrix();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear The Screen And The Depth Buffer
glBindTexture(GL_TEXTURE_2D, texture[0]); // pick the texture.
glLoadIdentity(); // reset the view before we draw each star.
glTranslatef(0.0f, 0.0f, zoom); // zoom into the screen.
glEnableClientState(GL_VERTEX_ARRAY);
lEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(4, GL_DOUBLE, 4*sizeof(double), pos);
glTexCoordPointer(4, GL_DOUBLE, 4*sizeof(double), pos);
// Assign A Color Using Bytes
glColor4ub(30, 100, 120, 255);
glBegin(GL_QUADS); // Begin Drawing The Textured Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f);
glEnd(); // Done Drawing The Textured Quad
glDrawArrays(GL_QUADS, 0, numBodies);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
}
but only one textured element is displayed.
Anyone sees what's wrong ?
In addition to glVertexPointer, you should use glTexCoordPointer. Do not forget to enable the corresponding client state, GL_TEXTURE_COORD_ARRAY
. There is also a complete example on the official wiki, with interleaved attributes.
Note that the new (3.0+) way is to use glVertexAttribPointer along with shaders. There's a very descriptive page on the wiki on that, as well.