Original Post
Im having a problem binding textures that I am loading from an .obj Material library. My texture loading code works if I load each texture individually, then all textures work great. But if a load the textures while parsing the Material Library file only the last texture loaded can be rendered. I have written a smaller program to try to get to the root of the problem. Basically, an instance of my Material class will load a texture and store the texture ID so that it can be bound when rendering. Any suggestions? Can anyone tell what I am doing wrong? Thanks for any help. Main.cpp: End Main.cpp Material.h: End Material.h Material.cpp: End Material.cpp Material Library file: newmtl grass illum 4 Kd 0.00 0.00 0.00 Ka 0.00 0.00 0.00 Tf 1.00 1.00 1.00 map_Kd grass.bmp Ni 1.00 Ks 0.33 0.33 0.33 Ns 0.06 newmtl Brick_dark_grout illum 4 Kd 0.00 0.00 0.00 Ka 0.00 0.00 0.00 Tf 1.00 1.00 1.00 map_Kd Brick_dark_grout.bmp Ni 1.00 Ks 0.33 0.33 0.33 Ns 0.06 end Material Library file [edit: added source tags -SiCrane]
#include <windows.h> // Header File For Windows
#include <stdio.h> // Header File For Standard Input/Output
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library
#include <ios>
#include <iostream>
#include <string>
#include <tchar.h>
#include <windowsx.h>
#include <fstream>
#include <vector>
#include "Material.h"
using namespace std;
HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application
bool active=TRUE; // Window Active Flag Set To TRUE By Default
// Log file
ofstream logFile("C:\\Documents and Settings\\Dave\\My Documents\\Visual Studio Projects\\TextureManager\\Debug\\log.txt", ios::out);
// Materials Container
std::vector<Material> materials;
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
// Number of textures loaded
int numTexture = 0;
void checkGlErrors() {
int glError = 1;
while (glError != 0) {
glError = glGetError();
if (glError != 0) {
logFile << "[ERROR] glGetError = " << glError << endl;
}
}
}
// Call to load a Bitmap
int loadBitmap(const char *filename)
{
logFile << " loadBitmap called: file name = " << filename << endl;
FILE *file; // File pointer
unsigned char *texture; // The pointer to the memory in which we will load the texture
// windows.h gives us these types to work with the Bitmap files
BITMAPFILEHEADER fileheader;
BITMAPINFOHEADER infoheader;
RGBTRIPLE rgb;
// Increment the texture count
numTexture++;
logFile << " numTexture = " << numTexture << endl;
// Open the file for reading
if ( (file = fopen(filename, "rb")) == NULL) {
logFile << " COULDN'T OPEN FILE" << endl;
return (-1);
} else {
logFile << " The file has been opened for reading." << endl;
}
// Read the fileheader
fread(&fileheader, sizeof(fileheader), 1, file);
// Jump the fileheader
fseek(file, sizeof(fileheader), SEEK_SET);
// and read the infoheader
fread(&infoheader, sizeof(infoheader), 1, file);
// Allocate the memory for our image (width * height * color deep)
texture = (byte *) malloc(infoheader.biWidth * infoheader.biHeight * 4);
// And fill it with zeros
memset(texture, 0, infoheader.biWidth * infoheader.biHeight * 4);
// Read in the image
int j = 0;
for (int i = 0; i < infoheader.biWidth*infoheader.biHeight; ++i) {
// We load an RGB value from the file
fread(&rgb, sizeof(rgb), 1, file);
// And store it
texture[j+0] = rgb.rgbtRed; // Red component
texture[j+1] = rgb.rgbtGreen; // Green component
texture[j+2] = rgb.rgbtBlue; // Blue component
texture[j+3] = 255; // Alpha value
j += 4; // Go to the next position
}
// Close the file stream
fclose(file);
// Bind the ID texture
glBindTexture(GL_TEXTURE_2D, numTexture);
// Define the 2d texture
glTexImage2D(GL_TEXTURE_2D, 0, 4, infoheader.biWidth, infoheader.biHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
// Sets the texture parameters
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
// Use only the texture map
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
// And create 2d mipmaps for the minifying function
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, infoheader.biWidth, infoheader.biHeight, GL_RGBA, GL_UNSIGNED_BYTE, texture);
// Free the memory used to load the texture
free(texture);
checkGlErrors();
// Returns texture ID for the new texture
int isTexture = glIsTexture(numTexture);
logFile << " is a texture ? = " << isTexture << endl;
return (numTexture);
}
// Load an Alias Wavefront .obj Material Library
bool loadMaterialFile(const char filename[]) {
std::ifstream ifs(filename);
if (ifs) {
Material *pmat = 0;
while (!ifs.eof()) {
std::string s;
ifs >> s;
if (s == "newmtl") {
Material mat;
ifs >> mat.name;
materials.push_back(mat);
pmat = &(materials[materials.size()-1]);
} else if (s == "map_Kd") {
char buffer[512];
char* ptr = buffer;
ifs.getline(buffer,512);
while (*ptr == ' ' || *ptr == '\t') {
++ptr;
}
pmat->diffuseTextureName = ptr;
pmat->loadDiffuseTexture();
}
}
ifs.close();
return true;
}
logFile << "File not Found!!!" << endl;
return false;
}
// Resize the GL Scene
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
// Prevent A Divide By Zero By
if (height==0)
{
height=1;
}
// Reset The Current Viewport
glViewport(0,0,width,height);
// Select and Reset The Projection Matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Calculate The Aspect Ratio Of The Window
gluPerspective(75.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
// Select and Reset The Modelview Matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
// All Setup For OpenGL Goes Here
int InitGL(GLvoid)
{
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
// load material file
if (!loadMaterialFile("squares2.mtl")) {
logFile << "Materials NOT loaded." << endl;
} else {
logFile << "Materials loaded - materials.size() = " << materials.size() << endl;
}
// Print out the loaded materials props of interest
for (int i = 0; i < materials.size(); ++i) {
logFile << "Material " << i << ":" << endl;
logFile << " name = " << materials.name << endl;
logFile << " diffuseTextureName = " << materials.diffuseTextureName << endl;
logFile << " diffuseTextureId = " << materials.diffuseTextureId << endl;
int isTexture = glIsTexture(materials.diffuseTextureId);
logFile << " isTexture? = " << isTexture << endl;
}
// Check for errors
checkGlErrors();
// Initialization completed OK
return TRUE;
}
// Draw the scene
// Render 4 quads - each with a different Material
int DrawGLScene(GLvoid)
{
checkGlErrors();
// Clear The Screen And The Depth Buffer and Reset The View
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// move the camera a little
glTranslatef(0.0f,0.0f,-5.0f);
int isTexture = glIsTexture(materials[0].diffuseTextureId);
logFile << " glIsTexture? materials[0] = " << isTexture << endl;
materials[0].apply();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.0f, 0.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 0.0f, 0.0f);
glEnd();
isTexture = glIsTexture(materials[1].diffuseTextureId);
logFile << " glIsTexture? materials[1] = " << isTexture << endl;
materials[1].apply();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 0.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.0f, 1.0f, 1.0f);
glEnd();
return TRUE;
}
// Properly Kill The Window
GLvoid KillGLWindow(GLvoid)
{
// Do We Have A Rendering Context?
if (hRC)
{
// Are We Able To Release The DC And RC Contexts?
if (!wglMakeCurrent(NULL,NULL))
{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
// Are We Able To Delete The RC?
if (!wglDeleteContext(hRC))
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC = NULL;
}
// Are We Able To Release The DC
if (hDC && !ReleaseDC(hWnd,hDC))
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC = NULL;
}
// Are We Able To Destroy The Window?
if (hWnd && !DestroyWindow(hWnd))
{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd = NULL;
}
// Are We Able To Unregister Class
if (!UnregisterClass("OpenGL",hInstance))
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance = NULL;
}
}
// Create an OpenGL Window
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
logFile << "CreateGLWindow called." << endl;
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExstyle; // Window Extended style
DWORD dwstyle; // Window style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = hInstance; // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = "OpenGL"; // Set The Class Name
if (!RegisterClass(&wc)) // Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
dwExstyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended style
dwstyle=WS_OVERLAPPEDWINDOW; // Windows style
AdjustWindowRectEx(&WindowRect, dwstyle, FALSE, dwExstyle); // Adjust Window To True Requested Size
// Create The Window
if (!(hWnd=CreateWindowEx( dwExstyle, // Extended style For The Window
"OpenGL", // Class Name
title, // Window Title
dwstyle | // Defined Window style
WS_CLIPSIBLINGS | // Required Window style
WS_CLIPCHILDREN, // Required Window style
0, 0, // Window Position
WindowRect.right-WindowRect.left, // Calculate Window Width
WindowRect.bottom-WindowRect.top, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL))) // Dont Pass Anything To WM_CREATE
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
if (!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
return TRUE; // Success
}
LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
}
return 0; // Return To The Message Loop
}
case WM_SYSCOMMAND: // Intercept System Commands
{
switch (wParam) // Check System Calls
{
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
}
break; // Exit
}
case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}
case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
}
}
// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop
// Create Our OpenGL Window
if (!CreateGLWindow("Materials", 640, 480, 16, false))
{
// Quit If Window Was Not Created
return 0;
}
// main loop
while (!done)
{
// Is There A Message Waiting?
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
// Have We Received A Quit Message?
if (msg.message==WM_QUIT)
{
// If So done=TRUE
done=TRUE;
}
else
{
// Translate and Dispatch the message
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
// Draw The Scene.
if ((active && !DrawGLScene()))
{
// Quit signaled
done = TRUE;
}
else
{
// Swap Buffers (Double Buffering)
SwapBuffers(hDC);
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}
#ifndef MATERIAL_H
#define MATERIAL_H
#include <stdio.h>
#include <fstream>
#include <ios>
#include <iostream>
#include <string>
//#include "Engine.h"
#include <windows.h> // Header File For Windows
#include <stdio.h> // Header File For Standard Input/Output
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library
using namespace std;
class Material
{
public:
Material();
Material(const char *name);
Material(const Material &mat);
virtual ~Material();
void loadDiffuseTexture();
/** apply the material */
void apply() const;
std::string name; //< material name
int illum; //< don't know :| Seems to always be 4
float transparency[3]; //< transparency
float intensity; //< intensity
float specularPower; //< specular power
float bumpDepth; //< bump map depth. Only used if bump is relevent.
mutable float ambientColor[4]; //< ambient
mutable float diffuseColor[4]; //< diffuse
mutable float specularColor[4]; //< specular
std::string ambientTextureName; //< ambient texture map name
std::string diffuseTextureName; //< diffuse texture map name
std::string specularTextureName; //< specular texture map name
std::string bumpTextureName; //< bump texture map name
// OpenGL texture IDs
unsigned int ambientTextureId; //< ambient texture object ID
unsigned int diffuseTextureId; //< diffuse texture object ID
unsigned int specularTextureId; //< specular texture object ID
unsigned int bumpTextureId; //< bump map texture object ID
private:
};
#endif
#include "Material.h"
#include "TextureManager.h"
#include "Globals.h"
//#include "lesson6.h"
/**
* Material constructor
*/
Material::Material() : name(), illum(4), intensity(1), specularPower(10), bumpDepth(1),
ambientTextureName(), diffuseTextureName(), specularTextureName(), bumpTextureName() {
ambientColor[0] = ambientColor[1] = ambientColor[2] =
diffuseColor[0] = diffuseColor[1] = diffuseColor[2] =
specularColor[0] = specularColor[1] = specularColor[2] = 0;
ambientColor[3] = diffuseColor[3] = specularColor[3] = 1;
transparency[0] = transparency[1] = transparency[2] = 1;
ambientTextureId = diffuseTextureId = specularTextureId = bumpTextureId = 0;
}
/**
* Material Copy Constructor
*/
Material::Material(const Material& mat) {
ambientColor[0] = mat.ambientColor[0];
ambientColor[1] = mat.ambientColor[1];
ambientColor[2] = mat.ambientColor[2];
ambientColor[3] = mat.ambientColor[3];
diffuseColor[0] = mat.diffuseColor[0];
diffuseColor[1] = mat.diffuseColor[1];
diffuseColor[2] = mat.diffuseColor[2];
diffuseColor[3] = mat.diffuseColor[3];
specularColor[0] = mat.specularColor[0];
specularColor[1] = mat.specularColor[1];
specularColor[2] = mat.specularColor[2];
specularColor[3] = mat.specularColor[3];
transparency[0] = mat.transparency[0];
transparency[1] = mat.transparency[1];
transparency[2] = mat.transparency[2];
intensity = mat.intensity;
specularPower = mat.specularPower;
name = mat.name;
ambientTextureName = mat.ambientTextureName;
diffuseTextureName = mat.diffuseTextureName;
specularTextureName = mat.specularTextureName;
bumpTextureName = mat.bumpTextureName;
illum = mat.illum;
bumpDepth = mat.bumpDepth;
ambientTextureId = mat.ambientTextureId;
diffuseTextureId = mat.diffuseTextureId;
specularTextureId = mat.specularTextureId;
bumpTextureId = mat.bumpTextureId;
}
/**
* The material class destructor.
*/
Material::~Material() {
if (ambientTextureId) glDeleteTextures(1, &ambientTextureId);
if (diffuseTextureId) glDeleteTextures(1, &diffuseTextureId);
if (specularTextureId) glDeleteTextures(1, &specularTextureId);
if (bumpTextureId) glDeleteTextures(1, &bumpTextureId);
}
/**
*
*/
void Material::apply() const {
// HACK !?!??
glColor3f(1.0f, 1.0f, 1.0f);
float average_transp = (transparency[0]+transparency[1]+transparency[2])/3.0f;
ambientColor[3] = diffuseColor[3] = specularColor[3] = average_transp;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambientColor);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuseColor);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specularColor);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, specularPower);
if (diffuseTextureId) {
// maya always sets the diffuse color to black when a texture is applied.
float color[4] = {0.8f, 0.8f, 0.8f, average_transp};
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
// apply texture
glBindTexture(GL_TEXTURE_2D, diffuseTextureId);
// Enable texturing
glEnable(GL_TEXTURE_2D);
} else {
glDisable(GL_TEXTURE_2D);
}
}
/**
* Loads a bitmap and converts it to a texture.
* @return The new texture's ID.
*/
void Material::loadDiffuseTexture() {
diffuseTextureId = loadBitmap(diffuseTextureName.c_str());
}