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Thread: [RESOLVED] How to texture map a triangle using OpenGL?

  1. #1

    Thread Starter
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    Mar 2006
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    Resolved [RESOLVED] How to texture map a triangle using OpenGL?

    Hi,

    I have problems about texture mapping a triangle. I am drawing 4 houses with each houses's walls drawn as a cube and its roof drawn as 4 triangles.

    Texture mapping the walls is ok. But when I texture map the triangles, strange results appear. When I texture map one triangle with a bitmap image, the texture not only appears on the triangle, it also appears on the 4 walls of all the houses.

    The size of the texture is 64x64pix. I used the method used for texture mapping quads. For texture mapping the triangle, I used 3 glTexCoord2f() statements instead of 4.

    How do I make sure that the texture is applied on the triangle only and not be applied onto the quads also?

  2. #2

    Thread Starter
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    Re: How to texture map a triangle using OpenGL?

    This is a code snippet for the texture mapping and vertices for the wall. So far it works fine.

    glBindTexture(GL_TEXTURE_2D,texture[2]);
    glBegin(GL_QUADS); //Front Right

    //Front face
    glTexCoord2f(0.0f,0.0f); glVertex3f(2.0f,7.0f,5.0f); //Bottom left
    glTexCoord2f(1.0f,0.0f); glVertex3f(6.0f,7.0f,5.0f); //Bottom right
    glTexCoord2f(1.0f,1.0f); glVertex3f(6.0f,11.0f,5.0f); //Top right
    glTexCoord2f(0.0f,1.0f); glVertex3f(2.0f,11.0f,5.0f); //Top left
    ........
    glEnd();

    But when I use texture mapping on the triangular roof, the texture map is applied to the walls as well.

    glBindTexture(GL_TEXTURE_2D,texture[3]);
    glBegin(GL_POLYGON); //Front right
    //Front face
    glTexCoord2f(0.0f,0.0f); glVertex3f(2.0f,11.0f,5.0f); //Bottom left
    glTexCoord2f(1.0f,0.0f); glVertex3f(6.0f,11.0f,5.0f); //Bottom right
    glTexCoord2f(0.5f,1.0f); glVertex3f(4.0f,14.0f,2.5f); //Top
    ......
    glEnd();

    I matched the tex coordinates with the vertex coordinates but I don't know why the triangle's texture will override the texture of the wall.

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