OpenIL Texture problem

This is a discussion on OpenIL Texture problem within the Game Programming forums, part of the General Programming Boards category; Sorry to post about OpenIL textures again (this isn't a cross post, it's about something different than before). I've got ...

  1. #1
    Supermassive black hole cboard_member's Avatar
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    OpenIL Texture problem

    Sorry to post about OpenIL textures again (this isn't a cross post, it's about something different than before).

    I've got this class, Entity, which acts as a base class in my game. Here's the class:

    Code:
    class Entity
    {
    public:
            Entity (void);
            ~Entity (void);
    
            virtual bool    LoadTexture (char *filename) = 0;
    
    protected:
            GLuint  Texture[1];
    
    private:
            RECT    BoundingBox;
            int     Width;
            int     Height;
    };
    Now ignore the private members for now - i'm having problems in the protected area. I derive the player class from this class, over-riding the LoadTexture method and inheriting Texture:

    Code:
    class Player : public Entity
    {
    public:
            Player (void);
            Player (unsigned int health);
            ~Player (void);
    
            bool            IsDead ();
            unsigned int    GetHealth ();
            void            SetHealth (unsigned int h);
            void            Render (GLfloat fMoveX, GLfloat fMoveY);
            // overridden
            bool            LoadTexture (char *filename);
    private:
            unsigned int    Health;
    
    };
    Again, ignore the private members - the problem here is with LoadTexture OR Render (I can't narrow it down). I'm pretty certain it's something to do with LoadTexture, although it runs fine. Here it is:

    Code:
    bool Player::LoadTexture (char *filename)
    {
            GLboolean       bSuccess;
            ILuint          uiTex;
    
            if (ilGetInteger (IL_VERSION_NUM) < IL_VERSION)
            {
                    MessageBox (0, "Inavlid OpenIL Version", "Player::LoadTexture", 
                                    MB_OK | MB_ICONERROR);
                    return false;
            }
    
            ilInit ();
            ilGenImages (1, &uiTex);
            ilBindImage (uiTex);
            bSuccess = ilLoadImage (filename);
            if (! bSuccess)
            {
                    MessageBox (0, "Unable to load texture", "Player::LoadTexture", 
                                    MB_OK | MB_ICONERROR);
                    return false;
            }
    
            bSuccess = ilConvertImage (IL_RGB, IL_UNSIGNED_BYTE);
            if (! bSuccess)
            {
                    MessageBox (0, "Unable to convert texture", "Player::LoadTexture",
                                    MB_OK | MB_ICONERROR);
                    return false;
            }
    
            glGenTextures (1, &Texture[0]);
            glBindTexture (GL_TEXTURE_2D, Texture[0]);
            glTexImage2D (GL_TEXTURE_2D, 0, ilGetInteger (IL_IMAGE_BPP), ilGetInteger (IL_IMAGE_WIDTH),
                            ilGetInteger (IL_IMAGE_HEIGHT), 0, ilGetInteger (IL_IMAGE_FORMAT),
                            GL_UNSIGNED_BYTE, ilGetData ());
            glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    
            // Turn on auto texture mapping
            
            glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
            glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
            glEnable (GL_TEXTURE_GEN_S);
            glEnable (GL_TEXTURE_GEN_T);
            
            ilDeleteImages (1, &uiTex);
            return true;
    }
    I'm pretty certain it's nothing to do with glTexGeni because even if I don't call it and do the texture mapping myself in the Render function it makes no difference. Talking of which:

    Code:
    void Player::Render (GLfloat fMoveX, GLfloat fMoveY)
    {
            glTranslatef (fMoveX, fMoveY, 0.0f);
            glBindTexture (GL_TEXTURE_2D, Texture[0]);
            glBegin (GL_QUADS);
                    glVertex2f (-0.05f, -0.05f);
                    glVertex2f (0.05f, -0.05f);
                    glVertex2f (0.05f, 0.05f);
                    glVertex2f (-0.05f, 0.05f);
            glEnd ();
            glTranslatef (-fMoveX, -fMoveY, 0.0f);
    }
    I have no idea what's wrong, I'm sorry to dump all this code up here but I've been fiddling with it for a couple of hours with no avail. If you need to take a look at the main file just say the word and I'll post them up (.h and .cpp).

    Help!
    Good class architecture is not like a Swiss Army Knife; it should be more like a well balanced throwing knife.

    - Mike McShaffry

  2. #2
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    What is the actual problem?? Is it that the image wont display or what??

  3. #3
    Supermassive black hole cboard_member's Avatar
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    Oops, sorry.
    No I don't get any image, just the default white quad.
    Good class architecture is not like a Swiss Army Knife; it should be more like a well balanced throwing knife.

    - Mike McShaffry

  4. #4
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    Ok first of all, you are not specifying calling glTexCoord2f or any of its equivalent in the drawing function. Second you might also want to check an extra time so that GL_TEXTURE_2D is enabled before you start the drawing (not sure if its required before you call glGenTextures but enable it before that too just to be sure).

    Edit: reread your post and did some lookup on some functions. First try with enabling GL_TEXTURE_2D before you load the texture and before you draw it. That way we can exclude that one if it still doesnt work.
    Last edited by Shakti; 12-20-2005 at 11:21 AM.

  5. #5
    Supermassive black hole cboard_member's Avatar
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    That made no difference. I enabled GL_TEXTURE_2D before loading the texture, then before drawing in the Render function.
    Good class architecture is not like a Swiss Army Knife; it should be more like a well balanced throwing knife.

    - Mike McShaffry

  6. #6
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    But are you applying the texture to the quad like Shakti said? glTexCoord2f

  7. #7
    Supermassive black hole cboard_member's Avatar
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    Yes I've tried that and glTexGeni - nothing works. It doesn't matter I've spent more time on it than I wanted to so I'm starting over this afternoon - tis my last day at college!
    Good class architecture is not like a Swiss Army Knife; it should be more like a well balanced throwing knife.

    - Mike McShaffry

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