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Texture Mapping Issues

Started by theJuniorOne Mar 14, 2012 at 10:03 AM 3 replies 2k views
Original Post
theJuniorOne
theJuniorOne
Hi, I have been working on a project for school and I am having some problems with texturing a model after I load it from a file. The models seem to all be load and drawn fine, but the textures appear to just be placed anywhere they want on the model itself. as see below.

[attachment=7676:model loader.png]

below is the code involved aswell

Load the Model

ObjectModelType * LoadObjectModel(char *data, int datasize)
{
Vector3f objboundingboxmin(9999,9999,9999);
Vector3f objboundingboxmax(0,0,0);
char *memoryPositionPtr, *endOfMemoryPtr;
int c=0, polyCtr=0, vertexCtr=0, uvCtr=0, normalCtr=0;
ObjectModelType *theModel;
theModel = (ObjectModelType *)calloc(1,sizeof(ObjectModelType));
memoryPositionPtr = data; // current position and end location pointers
endOfMemoryPtr = data + datasize;
while (memoryPositionPtr != endOfMemoryPtr)
{
if (*memoryPositionPtr == 'v')
// theModel->VertexCount++; // removed
if (*(memoryPositionPtr+1) == 't') // added
theModel->UVvertexCount++; // added
else if (*(memoryPositionPtr+1) == 'n')
theModel->NormalCount++;
else // added
theModel->VertexCount++; // added
else if (*memoryPositionPtr == 'f')
theModel->PolygonCount++;
while (*memoryPositionPtr++ != 0x0A)
;
}
//allocate memory for the model data
theModel->VertexArray = (ObjectVertexType *)malloc(sizeof(ObjectVertexType)*theModel->VertexCount);
theModel->NormalArray = (ObjectNormalType *)malloc(sizeof(ObjectNormalType)*theModel->NormalCount);// now allocate the arrays
theModel->UVArray = (ObjectUVType *)malloc(sizeof(ObjectUVType)*theModel->UVvertexCount); // added
theModel->PolygonArray = (ObjectPolygonType *)malloc(sizeof(ObjectPolygonType)*theModel->PolygonCount);

memoryPositionPtr = data; // finally, go back and scan the values
vertexCtr = 1;
polyCtr = uvCtr = 0; // reset values // added modified
while (memoryPositionPtr != endOfMemoryPtr)
{
if (*memoryPositionPtr=='v') // might be a vertex or a uv coord
{
if (*(memoryPositionPtr+1) == 't') // it's a uv coord
{
sscanf(memoryPositionPtr,"vt %f %f",&theModel->UVArray[uvCtr].u,
&theModel->UVArray[uvCtr].v);
uvCtr++;
}
else if (*(memoryPositionPtr+1) == 'n') // it's a normal coord
{
sscanf(memoryPositionPtr,"v %f %f %f",&theModel->NormalArray[normalCtr].x,
&theModel->NormalArray[normalCtr].y,
&theModel->NormalArray[normalCtr].z);
normalCtr++;
}
else // no, it's a vertex
{
sscanf(memoryPositionPtr,"v %f %f %f",&theModel->VertexArray[vertexCtr].x,
&theModel->VertexArray[vertexCtr].y,
&theModel->VertexArray[vertexCtr].z);
if (objboundingboxmin.x > theModel->VertexArray[vertexCtr].x)
{
objboundingboxmin.x = theModel->VertexArray[vertexCtr].x;
theModel->bbminx = objboundingboxmin.x;
}
if (objboundingboxmin.y > theModel->VertexArray[vertexCtr].y)
{
objboundingboxmin.y = theModel->VertexArray[vertexCtr].y;
}
if (objboundingboxmin.z > theModel->VertexArray[vertexCtr].z)
{
objboundingboxmin.z = theModel->VertexArray[vertexCtr].z;
}
if (objboundingboxmax.x < theModel->VertexArray[vertexCtr].x)
{
objboundingboxmax.x = theModel->VertexArray[vertexCtr].x;
}
if (objboundingboxmax.y < theModel->VertexArray[vertexCtr].y)
{
objboundingboxmax.y = theModel->VertexArray[vertexCtr].y;
}
if (objboundingboxmax.z < theModel->VertexArray[vertexCtr].z)
{
objboundingboxmax.z = theModel->VertexArray[vertexCtr].z;
}
theModel->bbminx = objboundingboxmin.x;
theModel->bbminy = objboundingboxmin.y;
theModel->bbminz = objboundingboxmin.z;
theModel->bbmaxx = objboundingboxmax.x;
theModel->bbmaxy = objboundingboxmax.y;
theModel->bbmaxz = objboundingboxmax.z;
vertexCtr++;
}
}
else if (*memoryPositionPtr=='f')
{
sscanf(memoryPositionPtr,"f %d/%d/%d %d/%d/%d %d/%d/%d ",
&theModel->PolygonArray[polyCtr].Vertex[0],&theModel->PolygonArray[polyCtr].UV[0],&theModel->PolygonArray[polyCtr].Normal[0], // added modified
&theModel->PolygonArray[polyCtr].Vertex[1],&theModel->PolygonArray[polyCtr].UV[1],&theModel->PolygonArray[polyCtr].Normal[1], // added modified
&theModel->PolygonArray[polyCtr].Vertex[2],&theModel->PolygonArray[polyCtr].UV[2],&theModel->PolygonArray[polyCtr].Normal[2]);// added modified
polyCtr++;
}

while (*memoryPositionPtr++ != (char) 0x0A)
;
}
return theModel;
}
//#include <direct.h> /* supports _getcwd to get the current working directory if their are problems finding the file */
long LoadObjectFile(const char* filename, char** data)
{
long bytes = 0;
FILE* theFile;
// char buffer[_MAX_PATH]; _getcwd( buffer, _MAX_PATH ); /* Get the current working directory: */
theFile = fopen(filename, "rt");
if (theFile != NULL)
{
fseek(theFile, 0, SEEK_END);
long end = ftell(theFile);
fseek(theFile, 0, SEEK_SET);

*data = (char*) malloc(end);
bytes = (long)fread(*data, sizeof(char), (size_t)end, theFile);
fclose(theFile);
}
return bytes;
}


Loading and Applying Textures

void Entity::loadImage(const char* filename)
{
ILuint ilimg;
ilGenImages(1, &ilimg);
ilBindImage(ilimg);
//load image
if(!ilLoadImage(filename))
{
printf("Error: Could load image %s\n", filename);
return;
}
glGenTextures(1, ℑ);
glBindTexture(GL_TEXTURE_2D, image);
ILuint bpp = ilGetInteger(IL_IMAGE_BPP);
ILuint width = ilGetInteger(IL_IMAGE_WIDTH);
ILuint height = ilGetInteger(IL_IMAGE_HEIGHT);
ILuint format = ilGetInteger(IL_IMAGE_FORMAT);
ILubyte *data = ilGetData();
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, bpp, width, height, 0, format,
GL_UNSIGNED_BYTE, data);
ilDeleteImages(1, &ilimg);
}
void Entity :: ApplyTexture()
{
glEnable(GL_NORMALIZE);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D,image);
glEnable(GL_REPEAT);
}


Drawing the model
void Entity::draw()
{
/*draw the object in opengl to current location*/
glPushMatrix();
glColor3f(1,1,1);
glTranslatef(
currentAnimState->position.x,
currentAnimState->position.y,
currentAnimState->position.z);

//ApplyTexture();
for(long i=0; i<currentPose->PolygonCount;i++)
{
long v1 = currentPose->PolygonArray.Vertex[0];
long v2 = currentPose->PolygonArray.Vertex[1];
long v3 = currentPose->PolygonArray.Vertex[2];
long uv1 = currentPose->PolygonArray.UV[0];
long uv2 = currentPose->PolygonArray.UV[1];
long uv3 = currentPose->PolygonArray.UV[2];
long vn1 = currentPose->PolygonArray.Normal[0];
long vn2 = currentPose->PolygonArray.Normal[1];
long vn3 = currentPose->PolygonArray.Normal[2];
ApplyTexture();
glBegin(GL_TRIANGLES);

//point 1
glNormal3f(currentPose->NormalArray[vn1].x,currentPose->NormalArray[vn1].y,currentPose->NormalArray[vn1].z);
glTexCoord2f(currentPose->UVArray[uv1].u,currentPose->UVArray[uv1].v);
glVertex3f(currentPose->VertexArray[v1].x,currentPose->VertexArray[v1].y,currentPose->VertexArray[v1].z );

//point 2
glNormal3f(currentPose->NormalArray[vn2].x,currentPose->NormalArray[vn2].y,currentPose->NormalArray[vn2].z);
glTexCoord2f(currentPose->UVArray[uv2].u,currentPose->UVArray[uv2].v);
glVertex3f(currentPose->VertexArray[v2].x,currentPose->VertexArray[v2].y,currentPose->VertexArray[v2].z );

//point 3
glNormal3f(currentPose->NormalArray[vn3].x,currentPose->NormalArray[vn3].y,currentPose->NormalArray[vn3].z);
glTexCoord2f(currentPose->UVArray[uv3].u,currentPose->UVArray[uv3].v);
glVertex3f(currentPose->VertexArray[v3].x,currentPose->VertexArray[v3].y,currentPose->VertexArray[v3].z );
glEnd();
}

glPopMatrix();
}



any help would really be appreciated, I have spent many long nights trying to figure this out, also let me know If you want to me to include any other code. Thanks in advance.
meeshoo
meeshoo
To me it looks like your UV coordinates are not the right ones.
theJuniorOne
theJuniorOne
Yeah that is what I figured but I cant figure out why and I have asked my artist over and over again if its UV mapped correctly and according to him and maya it is. So I dont know why it is getting incorrect values for the UV's
Molle85
Molle85
Try flipping the texture coordinates on Y-axis
theJuniorOne
theJuniorOne
Yeah Thanks for the quick response, one of the other programmers was actually able to come up with that solution and it worked, thanks though.

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