I've try to apply a texture (png file) to a 3d object imported in Java. Here is my code, i think i haven't bend it correct.
render block:
while (!Display.isCloseRequested()){
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT
glPushMatrix();
glNewList(treeDisplayList, GL_COMPILE);
Model m = null;
try {
m = OBJLoader.loadModel(new File(ObjectConstants.tree));
} catch (FileNotFoundException e) {
e.printStackTrace();
Display.destroy();
System.exit(1);
} catch (IOException e) {
e.printStackTrace();
Display.destroy();
System.exit(1);
}
glBegin(GL_TRIANGLES);
for (Face face : m.faces) {
Vector3f n1 = m.normals.get((int) face.normals.x - 1);
glNormal3f(n1.x, n1.y, n1.z);
Vector3f v1 = m.vertices.get((int) face.vertex.x - 1);
glTexCoord3f(v1.x, v1.y, v1.z);
glVertex3f(v1.x, v1.y, v1.z);
Vector3f v2 = m.vertices.get((int) face.vertex.y - 1);
glTexCoord3f(v2.x, v2.y, v2.z);
glVertex3f(v2.x, v2.y, v2.z);
Vector3f v3 = m.vertices.get((int) face.vertex.z - 1);
glTexCoord3f(v3.x, v3.y, v3.z);
glVertex3f(v3.x, v3.y, v3.z);
}
glEnd();
glEndList();
glPopMatrix();
glLoadIdentity();
Display.update();
Display.sync(60);
}
where ,
vertex=new Vector3f(); //three indices, not vector
normals= new Vector3f();
after using this piece of code i obtain only half of object rendered
Try switching the n texture coordinates with the v texture coordinates. Does the other side of the tree render? Is it the same? I am thinking that you are using only half the texture coordinates on the normals and half on the vertices.