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openglgluttextures

How to apply texture to glutSolidCube


I can find tutorials about mapping textures to polygons specifying vertices etc. but nothing regarding how to apply a texture to a cube (or other stuff) drawn with glut (glutSolidCube).

I am doing something like:

glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, decal);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nearest);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nearest);

glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, 4, myImageWidth, myImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)myImage);

//...

glEnable(GL_TEXTURE_2D);

//now draw the cube
glutSolidCube(N);

Doing this I get the texture to apply to the cube but the whole cube gets the color of the first byte in the texture!

Is there any way of mapping a texture to a solid cube (and other solids) when using glutSolidCube?


Solution

  • No, since glutSolidCube() does not generate texture coordinates. Fortunately, though, glutSolidCube() is easy to implement yourself and add texture coordinates. Here's the source code to glutSolidCube() and associated functions, from http://www.opengl.org/resources/libraries/glut/:

    /* Copyright (c) Mark J. Kilgard, 1994, 1997. */
    
    /**                                                                             
    (c) Copyright 1993, Silicon Graphics, Inc.                                      
    
    ALL RIGHTS RESERVED                                                             
    
    Permission to use, copy, modify, and distribute this software                   
    for any purpose and without fee is hereby granted, provided                     
    that the above copyright notice appear in all copies and that                   
    both the copyright notice and this permission notice appear in                  
    supporting documentation, and that the name of Silicon                          
    Graphics, Inc. not be used in advertising or publicity                          
    pertaining to distribution of the software without specific,                    
    written prior permission.
    
    THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU
    "AS-IS" AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR
    OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF
    MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.  IN NO
    EVENT SHALL SILICON GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE
    ELSE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT OR
    CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY DAMAGES WHATSOEVER,
    INCLUDING WITHOUT LIMITATION, LOSS OF PROFIT, LOSS OF USE,
    SAVINGS OR REVENUE, OR THE CLAIMS OF THIRD PARTIES, WHETHER OR
    NOT SILICON GRAPHICS, INC.  HAS BEEN ADVISED OF THE POSSIBILITY
    OF SUCH LOSS, HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
    ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE OR
    PERFORMANCE OF THIS SOFTWARE.
    
    US Government Users Restricted Rights
    
    Use, duplication, or disclosure by the Government is subject to
    restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
    (c)(1)(ii) of the Rights in Technical Data and Computer
    Software clause at DFARS 252.227-7013 and/or in similar or
    successor clauses in the FAR or the DOD or NASA FAR
    Supplement.  Unpublished-- rights reserved under the copyright
    laws of the United States.  Contractor/manufacturer is Silicon
    Graphics, Inc., 2011 N.  Shoreline Blvd., Mountain View, CA
    94039-7311.
    
    OpenGL(TM) is a trademark of Silicon Graphics, Inc.
    */
    
    static void
    drawBox(GLfloat size, GLenum type)
    {
      static GLfloat n[6][3] =
      {
        {-1.0, 0.0, 0.0},
        {0.0, 1.0, 0.0},
        {1.0, 0.0, 0.0},
        {0.0, -1.0, 0.0},
        {0.0, 0.0, 1.0},
        {0.0, 0.0, -1.0}
      };
      static GLint faces[6][4] =
      {
        {0, 1, 2, 3},
        {3, 2, 6, 7},
        {7, 6, 5, 4},
        {4, 5, 1, 0},
        {5, 6, 2, 1},
        {7, 4, 0, 3}
      };
      GLfloat v[8][3];
      GLint i;
    
      v[0][0] = v[1][0] = v[2][0] = v[3][0] = -size / 2;
      v[4][0] = v[5][0] = v[6][0] = v[7][0] = size / 2;
      v[0][1] = v[1][1] = v[4][1] = v[5][1] = -size / 2;
      v[2][1] = v[3][1] = v[6][1] = v[7][1] = size / 2;
      v[0][2] = v[3][2] = v[4][2] = v[7][2] = -size / 2;
      v[1][2] = v[2][2] = v[5][2] = v[6][2] = size / 2;
    
      for (i = 5; i >= 0; i--) {
        glBegin(type);
        glNormal3fv(&n[i][0]);
        glVertex3fv(&v[faces[i][0]][0]);
        glVertex3fv(&v[faces[i][1]][0]);
        glVertex3fv(&v[faces[i][2]][0]);
        glVertex3fv(&v[faces[i][3]][0]);
        glEnd();
      }
    }
    
    void APIENTRY
    glutSolidCube(GLdouble size)
    {
      drawBox(size, GL_QUADS);
    }
    

    Just add in some calls to the glTexCoord* family of functions. NeHe has a good tutorial on how to get started with texture mapping with OpenGL.