joolz
07-20-2005, 11:38 PM
Guys
Based on some great advice gained here I am moving on at a pace and my app is going well...
I have a question concerning texture maps and display lists.
I pre-bulid various displaylists which contain scalar results normalized and texture mapped..... I.e
glNewList 10, lstCompile
.....glBegin bmTriangles
.........glTexCoord2f 0.555, 0
.........glVertex3f 0, 0, 0
.........ETC x10000
......glEnd
glEndList
Note the texture value per vertex. This will be mapped to a texture array that will be modified in code so that the user can change colours etc
Now the question.
I also want to display the polygon edges via glPolygonOffset using a black outline and I would like to use the display list created.
Basically I can't get it to work.
I define a black texture map but when I run my code it seems to work with either the original map or black map but not both.
In pseudo code this is what I want to do
1. Display polygons in display list as filled using texture1 (fancy colours)
2. Display polygons in display list as line boundaries using solid black texture (texture2)
3. Render model to screen
This is the kind of thing I am doing (it doesn't work)
glPushMatrix
.....glBindTexture GL_TEXTURE_2D, bitmapImage(0, 0, 0)
.....glPolygonMode faceFrontAndBack, pgmFILL
......glDisable glcPolygonOffsetFill
.......glCallList 10
.....glBindTexture GL_TEXTURE_2D, Black(0, 0, 0)
......glPolygonMode faceFrontAndBack, pgmLine
......glEnable glcPolygonOffsetFill
......glPolygonOffset 1, 1
......glCallList 10
glPopMatrix
Am I on the right line?
Or should I just build a copy of the display list without the textures to plot the outlines (seems way crude to have to copy the display list)
Many thanks as always
Julian
Based on some great advice gained here I am moving on at a pace and my app is going well...
I have a question concerning texture maps and display lists.
I pre-bulid various displaylists which contain scalar results normalized and texture mapped..... I.e
glNewList 10, lstCompile
.....glBegin bmTriangles
.........glTexCoord2f 0.555, 0
.........glVertex3f 0, 0, 0
.........ETC x10000
......glEnd
glEndList
Note the texture value per vertex. This will be mapped to a texture array that will be modified in code so that the user can change colours etc
Now the question.
I also want to display the polygon edges via glPolygonOffset using a black outline and I would like to use the display list created.
Basically I can't get it to work.
I define a black texture map but when I run my code it seems to work with either the original map or black map but not both.
In pseudo code this is what I want to do
1. Display polygons in display list as filled using texture1 (fancy colours)
2. Display polygons in display list as line boundaries using solid black texture (texture2)
3. Render model to screen
This is the kind of thing I am doing (it doesn't work)
glPushMatrix
.....glBindTexture GL_TEXTURE_2D, bitmapImage(0, 0, 0)
.....glPolygonMode faceFrontAndBack, pgmFILL
......glDisable glcPolygonOffsetFill
.......glCallList 10
.....glBindTexture GL_TEXTURE_2D, Black(0, 0, 0)
......glPolygonMode faceFrontAndBack, pgmLine
......glEnable glcPolygonOffsetFill
......glPolygonOffset 1, 1
......glCallList 10
glPopMatrix
Am I on the right line?
Or should I just build a copy of the display list without the textures to plot the outlines (seems way crude to have to copy the display list)
Many thanks as always
Julian