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[Textures isn't being applied correctly]

Started by
1 comment, last by ogldev1 2 years ago

EDIT: title is Texture isn't being applied correctly.

Hello, I hope you're all doing well.

So I've been trying to render a textured object ( to be more precise, a cubesat3U).

I started with an example that already exists in Qt which is the cube_example, where the developer rendered a textured cube ( more precisely a dice). He only used one texture which is composed of different parts and which are the 6 sides of the dice. It seems like he gathered these 6 sides to form one texture.

Then in order to apply the texture, he specified the texture coordinates that matches each vertices of the dice.

So I took that example, changed the vertices coordinate of the cube to make it look like a parallelepiped ( shape of the cubeSat3U). I have 6 seperate and different textures, each one is specific to each side of the cubeSat3U, so I gathered them in one texture, kept everything as it but only changed the textures coordinate as follows:

I tried to determine the coordinate of each part ( I calculated them) and logically I think they are correct.

But when applying this to my model, it went wrong and the texture wasn't correctly applied.

Also I want to add that the white part you're seeing in the image above are empty spaces and they're not part of the texture I want to apply. they're just empty.

Mathematically, I think the coordinates are correct but I'm not pretty sure about what I did.

Here is the code:

void GeometryEngine::initCubeGeometry()

{

// qDebug()<<__func__;

// For cube we would need only 8 vertices but we have to

// duplicate vertex for each face because texture coordinate

// is different.

VertexData vertices[] = {

// Vertex data for face 0, (front)

{QVector3D(-1.0f, -2.0f, 1.0f), QVector2D(0.167f, 0.0f)}, // v0

{QVector3D( 1.0f, -2.0f, 1.0f), QVector2D(0.334f, 0.0f)}, // v1

{QVector3D(-1.0f, 2.0f, 1.0f), QVector2D(0.167f, 1.0f)}, // v2

{QVector3D( 1.0f, 2.0f, 1.0f), QVector2D(0.334f, 1.0f)}, // v3

// Vertex data for face 1, (right)

{QVector3D( 1.0f, -2.0f, 1.0f), QVector2D(0.334f, 0.0f)}, // v4

{QVector3D( 1.0f, -2.0f, -1.0f), QVector2D(0.501f, 0.0f)}, // v5

{QVector3D( 1.0f, 2.0f, 1.0f), QVector2D(0.334f, 1.0f)}, // v6

{QVector3D( 1.0f, 2.0f, -1.0f), QVector2D(0.501f, 1.0f)}, // v7

// Vertex data for face 2, (back)

{QVector3D( 1.0f, -2.0f, -1.0f), QVector2D(0.501f, 0.0f)}, // v8

{QVector3D(-1.0f, -2.0f, -1.0f), QVector2D(0.668f, 0.0f)}, // v9

{QVector3D( 1.0f, 2.0f, -1.0f), QVector2D(0.501f, 1.0f)}, // v10

{QVector3D(-1.0f, 2.0f, -1.0f), QVector2D(0.668f, 1.0f)}, // v11

// Vertex data for face 3, (left)

{QVector3D(-1.0f, -2.0f, -1.0f), QVector2D(0.668f, 0.0f)}, // v12

{QVector3D(-1.0f, -2.0f, 1.0f), QVector2D(0.835f, 0.0f)}, // v13

{QVector3D(-1.0f, 2.0f, -1.0f), QVector2D(0.668f, 1.0f)}, // v14

{QVector3D(-1.0f, 2.0f, 1.0f), QVector2D(0.835f, 1.0f)}, // v15

// Vertex data for face 4, (bottom)

{QVector3D(-1.0f, -2.0f, -1.0f), QVector2D(0.835f, 0.0f)}, // v16

{QVector3D( 1.0f, -2.0f, -1.0f), QVector2D(1.0f, 0.0f)}, // v17

{QVector3D(-1.0f, -2.0f, 1.0f), QVector2D(0.835f, 0.167f)}, // v18

{QVector3D( 1.0f, -2.0f, 1.0f), QVector2D(1.0f, 0.167f)}, // v19

// Vertex data for face 5 , (top)

{QVector3D(-1.0f, 2.0f, 1.0f), QVector2D(0.0f, 0.0f)}, // v20

{QVector3D( 1.0f, 2.0f, 1.0f), QVector2D(0.167f, 0.0f)}, // v21

{QVector3D(-1.0f, 2.0f, -1.0f), QVector2D(0.0f, 0.167f)}, // v22

{QVector3D( 1.0f, 2.0f, -1.0f), QVector2D(0.167f, 0.167f)} // v23

};

GLushort indices[] = {

0, 1, 2, 3, 3, // Face 0 - triangle strip ( v0, v1, v2, v3)

4, 4, 5, 6, 7, 7, // Face 1 - triangle strip ( v4, v5, v6, v7)

8, 8, 9, 10, 11, 11, // Face 2 - triangle strip ( v8, v9, v10, v11)

12, 12, 13, 14, 15, 15, // Face 3 - triangle strip (v12, v13, v14, v15)

16, 16, 17, 18, 19, 19, // Face 4 - triangle strip (v16, v17, v18, v19)

20, 20, 21, 22, 23 // Face 5 - triangle strip (v20, v21, v22, v23)

// Transfer vertex data to VBO 0

arrayBuf.bind();

arrayBuf.allocate(vertices, 24 * sizeof(VertexData));

//arrayBuf.allocate(vertices, 12 * sizeof(VertexData));

// Transfer index data to VBO 1

indexBuf.bind();

indexBuf.allocate(indices, 34 * sizeof(GLushort));

// indexBuf.allocate(indices, 18 * sizeof(GLushort));

//! [1]

}

I don't know what's wrong but I'm pretty sure it has something to do with the texture's coordinates.

But I don't see why the coordinates are wrong because mathematically they're correct. In the image, I have six parts so to find the first coordinate I divided 1 by 6, I got 0.167, I continued to add 0.167 to find the next coordinate.

I'm so confused.

Please help.

Thank you so much.

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Hello again,

Problem solved. It was in fact because of the white empty spaces. I changed the way I gathered the parts and tried to avoid having empty spaces in my texture image.

Thank you all.

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