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View Full Version : problem with loading bitmap



rom
08-28-2000, 02:45 AM
When the following program starts, there is an error whiwh says Error load DIBI texture.bmp. But my picture has the good size and it is in the good directory.

#include <gl/glut.h>
#include <gl/glu.h>
#include <gl/gl.h>
#include <gl/glaux.h>

////////////////////////////////////////////////////////


//Fenêtre GLUT
int Win;
double a=0;
//Fonction d'initialisation

//Fonction de redimensionnement
void LoadGLTextures();
//Fonction de dessin
void DrawGLScene(void);
void Reshape(int w,int h);
void InitGL();

BOOL keys[256];

GLfloat xrot;
GLfloat yrot;
GLfloat zrot;

GLuint texture[1];


////////////////////////////////////////////////////////

int main( int argc, char *argv[ ], char *envp[ ] )
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
Win=glutCreateWindow("Démo Texture");
glutReshapeFunc(Reshape);
glutDisplayFunc(DrawGLScene);
InitGL();
glutMainLoop();

return 0;

}

void LoadGLTextures()
{
// Load Texture
AUX_RGBImageRec *texture1;
texture1 = auxDIBImageLoad("texture.bmp");
if (!texture1) exit(1);

// Create Texture
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, texture1->sizeX, texture1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, texture1->data);
};


////////////////////////////////////////////////////////
void DrawGLScene(void)

{

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glLoadIdentity();

glTranslatef(0.0f,0.0f,-5.0f);


glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis

glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis

glRotatef(zrot,0.0f,0.0f,1.0f); // Rotate On The Z Axis


glBindTexture(GL_TEXTURE_2D, texture[0]);

glBegin(GL_QUADS);

// Front Face

glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad

glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad

glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad

glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad

// Back Face

glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad

glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad

glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad

glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad

// Top Face

glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad

glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Texture and Quad

glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Texture and Quad

glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad

// Bottom Face

glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad

glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad

glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad

glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad

// Right face

glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad

glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad

glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad

glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad

// Left Face

glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad

glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad

glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad

glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad

glEnd();


xrot+=0.3f; // X Axis Rotation

yrot+=0.2f; // Y Axis Rotation

zrot+=0.4f; // Z Axis Rotation
glutSwapBuffers();
glutPostRedisplay();

}

void Reshape(int w,int h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,float(w)/float(h),0.1f,100.0f);
}

void InitGL()
{
LoadGLTextures();
glEnable(GL_TEXTURE_2D);
glClearColor(0.0f,0.0f,0.0f,0.0f);
glClearDepth(1.0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);

}