Zensho
1
Hi everyone,
For a game, I am using multiple textures.
Thing is, since I have 6 textures, I have display bugs… For example texture 6 applies where there is a glBindTexture for the fourth one…
I had no bugs with 5 textures, but since I have 6, the right textures don’t apply like they should anymore.
Does anyone have a clue?
Thank you already !
Zensho
2
Creation of a texture
void load_texture_1(GLuint texture){
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glGenTextures(1, &texture);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE , GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
gluBuild2DMipmaps(GL_TEXTURE_2D, pik.bytes_per_pixel, pik.width, pik.height, GL_RGBA, GL_UNSIGNED_BYTE, pik.pixel_data);
glDisable(GL_TEXTURE_2D);
glDeleteTextures(1, &texture);
}
Using the texture BUT it uses textures[5] instead of textures[3] ! It doesn’t make sense, since I am binding textures[3] for the subsequent drawing…
void drawCircle(){
glColor4f(1, 1, 1, 1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textures[3]);
glBegin(GL_QUADS);
glTexCoord2d(0.0, 1.0); glVertex2i(0.0,38.0);
glTexCoord2d(0.0, 0.0); glVertex2i(0.0,0.0);
glTexCoord2d(1.0, 0.0); glVertex2i(38.0,0.0);
glTexCoord2d(1.0, 1.0); glVertex2i(38.0,38.0);
glEnd();
glDisable(GL_TEXTURE_2D);
}