Enviroment Mapping with OpenGL - need aid, 10s

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Joined
Nov 8, 2003
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2
RenderGL()
Code:
     //Place your OpenGL drawing code here
     	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();
        //Drawing of Background
        glBindTexture(GL_TEXTURE_2D, texture);
        glBegin(GL_QUADS);
              glTexCoord2f(0.0f, 0.0f);
              glVertex3f(-3.5f,-2.5f,-3.0f);
              glTexCoord2f(1.0f, 0.0f);
              glVertex3f( 3.5f,-2.5f,-3.0f);
              glTexCoord2f(1.0f, 1.0f);
              glVertex3f( 3.5f, 2.5f,-3.0f);
              glTexCoord2f(0.0f, 1.0f);
              glVertex3f(-3.5f, 2.5f,-3.0f);
        glEnd();

        glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
        glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
        glEnable(GL_TEXTURE_GEN_S);
        glEnable(GL_TEXTURE_GEN_T);
        glBindTexture(GL_TEXTURE_2D, texture);

        //Drawing of Ball
        glTranslatef(Config->Ball->Position.X,Config->Ball->Position.Y,0.0f);
        glRotatef(rsph,0.0f,1.0f,0.0f);
        glColor3f(1.0f,1.0f,0.0f);
        GLUquadricObj* q = gluNewQuadric();
        gluQuadricDrawStyle(q,GLU_FILL);
        gluQuadricNormals(q,GLU_SMOOTH);
        gluSphere( q, Config->Ball->Radius, 30, 30);
        rsph+=0.8f;


setup()
Code:
    glEnable (GL_DEPTH_TEST);
    glEnable (GL_LIGHTING);
    glLightModelfv (GL_LIGHT_MODEL_AMBIENT, ambient_light);

    glLightfv (GL_LIGHT0, GL_DIFFUSE, source_light);
    glLightfv (GL_LIGHT0, GL_POSITION, light_pos);
    glEnable (GL_LIGHT0);

    glEnable (GL_COLOR_MATERIAL);
    glColorMaterial (GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
    glEnable (GL_CULL_FACE);

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    glEnable(GL_DEPTH_TEST);
    glEnable(GL_CULL_FACE);
    glFrontFace(GL_CCW);
    glEnable(GL_TEXTURE_2D);
    bitmapData = LoadBitmapFile("texture\\scenary.bmp", &bitmapInfoHeader);
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, bitmapInfoHeader.biWidth, bitmapInfoHeader.biHeight, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
    //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth, bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);

    glFlush();


Hi guys, I had tried out a lot of the tutorials online nehe and others, even books too. But I just cannot get this enviroment mapping to work. I am using Borland C++ Builder 3 to code so pls kindly help me. Thank You.
 
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