I'm creating a open GL program with 6 Torus. When I applied the texture it's displaying with one color. Even though it's not in a single color.
I'm getting images from array. Other textures (skybox, planet, HUD) are applying properly except Torus textures. I tried to apply light source as well but no luck. Can somebody help me to achieve this?
Below is my code.
glPushMatrix();
glEnable(GL_TEXTURE_2D);
glTranslatef(xpos, ypos, zpos);
glRotatef(fPlanetRot, 0.0f, -1.0f, 0.0f);
glColor3f(0.0, 0.0, 0.0);
// Select the texture object
glBindTexture(GL_TEXTURE_2D, textures[3]);
glutSolidTorus(0.1, 1.0, 30, 30);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
//This is where I load the texture
void SetupRC()
{
//textures
GLuint texture;
// allocate a texture name
glGenTextures( 1, &texture );
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
//there are quite a few ways of loading images
// Load textures in a for loop
glGenTextures(TEXTURE_COUNT, textures);
//this puts the texture into OpenGL texture memory
// glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); - not defined so probably need to update GLEW - not needed here so ignore
for(int iLoop = 0; iLoop < TEXTURE_COUNT; iLoop++)
{
// Bind to next texture object
glBindTexture(GL_TEXTURE_2D, textures[iLoop]);
// Load texture data, set filter and wrap modes
//note that gltLoadTGA is in the glm.cpp file and not a built-in openGL function
pBytes0 = gltLoadTGA(textureFiles[iLoop],&iWidth, &iHeight,
&iComponents, &eFormat);
glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBytes0);
//set up texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//try these too
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
free(pBytes0);
}
//enable textures
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST); // Hidden surface removal
glFrontFace(GL_CCW);// Counter clock-wise polygons face out
glEnable(GL_CULL_FACE); // Do not calculate inside
// glCullFace(GL_FRONT_AND_BACK);
// Enable lighting
glEnable(GL_LIGHTING);
glEnable(GL_POINT_SMOOTH);
// Setup and enable light 0
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,whiteLightLessBright);
glLightfv(GL_LIGHT0,GL_DIFFUSE,redLight);
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
glEnable(GL_LIGHT0);
// Enable colour tracking
glEnable(GL_COLOR_MATERIAL);
// Set Material properties to follow glColor values
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
// Black blue background
glClearColor(0.0f, 0.0f, 0.03f, 1.0f );
}
In short:
glutSolidTorus()
just doesn't emit texture coordinates for the torus but only coordinates and per-vertex normals.
The long story:
Out of curiosity, I googled a bit, and I believe I found the explanation to OPs observation
Other textures (skybox, planet, HUD) are applying properly except Torus textures.
First I had a look at the doc. 11.4 glutSolidTorus, glutWireTorus but I couldn't find any hint whether texture coordinates are supported nor that they are not. I tried some other docs but mostly they were copies of this or didn't mention texturing as well.
Next I tried to find sample images for "glutSolidTorus texture" but I couldn't.
Very suspicious…
So, I finally had a look onto the source code of glutSolidTorus() on github:
void APIENTRY
glutSolidTorus(GLdouble innerRadius, GLdouble outerRadius,
GLint nsides, GLint rings)
{
doughnut(innerRadius, outerRadius, nsides, rings);
}
The doughnut() function is defined in the same source file:
static void
doughnut(GLfloat r, GLfloat R, GLint nsides, GLint rings)
{
int i, j;
GLfloat theta, phi, theta1;
GLfloat cosTheta, sinTheta;
GLfloat cosTheta1, sinTheta1;
GLfloat ringDelta, sideDelta;
ringDelta = 2.0 * M_PI / rings;
sideDelta = 2.0 * M_PI / nsides;
theta = 0.0;
cosTheta = 1.0;
sinTheta = 0.0;
for (i = rings - 1; i >= 0; i--) {
theta1 = theta + ringDelta;
cosTheta1 = cos(theta1);
sinTheta1 = sin(theta1);
glBegin(GL_QUAD_STRIP);
phi = 0.0;
for (j = nsides; j >= 0; j--) {
GLfloat cosPhi, sinPhi, dist;
phi += sideDelta;
cosPhi = cos(phi);
sinPhi = sin(phi);
dist = R + r * cosPhi;
glNormal3f(cosTheta1 * cosPhi, -sinTheta1 * cosPhi, sinPhi);
glVertex3f(cosTheta1 * dist, -sinTheta1 * dist, r * sinPhi);
glNormal3f(cosTheta * cosPhi, -sinTheta * cosPhi, sinPhi);
glVertex3f(cosTheta * dist, -sinTheta * dist, r * sinPhi);
}
glEnd();
theta = theta1;
cosTheta = cosTheta1;
sinTheta = sinTheta1;
}
}
The answer is simple and obvious – glutSolidTorus()
just doesn't emit texture coordinates for the torus but only coordinates and per-vertex normals. Hence, all pixels will have the same and only texture coordinate from beginning. This will result in a uniformly colored torus (like observed by OP).
So, when glutSolidTorus()
doesn't support texturing why does e.g. glutSolidSphere()? The answer is given in the same source file:
void APIENTRY
glutSolidSphere(GLdouble radius, GLint slices, GLint stacks)
{
QUAD_OBJ_INIT();
gluQuadricDrawStyle(quadObj, GLU_FILL);
gluQuadricNormals(quadObj, GLU_SMOOTH);
/* If we ever changed/used the texture or orientation state
of quadObj, we'd need to change it to the defaults here
with gluQuadricTexture and/or gluQuadricOrientation. */
gluSphere(quadObj, radius, slices, stacks);
}
I.e. glutSolidSphere()
is just a wrapper for gluSphere()
. The doc. of gluSphere() mentions texturing explicitly:
If texturing is turned on (with gluQuadricTexture), then texture coordinates are generated so that t ranges from 0.0 at z = - radius to 1.0 at z = radius (t increases linearly along longitudinal lines), and s ranges from 0.0 at the +y axis, to 0.25 at the +x axis, to 0.5 at the -y axis, to 0.75 at the -x axis, and back to 1.0 at the +y axis.
If OP intends to have a textured torus then glutSolidTorus()
has to be replaced by a custom version which emits texture coordinates.
With the given source code, it shouldn't be too hard to extend the function resp.
(Please, don't forget to give it a new name to prevent link errors for duplicate definition of symbol glutSolidTorus()
…)
Useful Links I found Afterwards:
[closed]
)