Hi at all, I have a terrible issues with texure sphere mapping.
This is my code:
(Once)
gl.glDisable(GL10.GL_DEPTH_TEST); //Disable Depth Testing
gl.glEnable(GL11.GL_TEXTURE_2D);
gl.glEnable(GL11.GL_CULL_FACE);
gl.glCullFace(GL11.GL_FRONT);
gl.glFrontFace(GL11.GL_CCW);
gl.glGenTextures(2, textures_ids);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures_ids.get(0));
gl.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
gl.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE );
gl.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE );
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, this.image, 0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL11.GL_FLOAT, 0, vertexBuffer);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0,textureBuffer);
(EachFrame)
gl10.glMatrixMode(GL10.GL_PROJECTION);
gl10.glLoadIdentity();
gl10.glFrustumf(-15.0f, 15.0f, -15.0f, 15.0f, 1.0f, 100.0f); //Mio
gl10.glMatrixMode(GL10.GL_MODELVIEW);
gl10.glLoadIdentity();
GLU.gluLookAt(gl10, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -10.0f, 0.0f, 1.0f,0.0f);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures_ids.get(0));
gl10.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, totalVertexCount);
The vertex buffer contains a points for a sphere and the texture contains the normals for that, I meet an horrible result and I don’t understand what’s wrong…
This is the result img:
I am working with android OpenGL ES but I think error isn’t correlated with my platform but is correlated with my use of OpenGL API, I am a newbye with this library.
Thanks so much in advance.