texture don't appear

hi i’m still new with the 3D drawings but anyway i draw the cuboid 3D and made some rotations through key presses and now i want to add a texture but it only shows some unclear figure like lines or like when you are taking a photo to a screen … but generally this is the code i’ve written ( not all faces completed yet i was testing on only one face)


#ifdef _MSC_VER
#define _CRT_SECURE_NO_WARNINGS
#endif

#include <windows.h>
#include <gl/glut.h>
#include <fstream>
float angle = 0.0 , angley=0.0 , anglez =0.0;

const int IMG_WIDTH = 256;
const int IMG_HEIGHT = 256;

GLuint LoadTextureRAW(const char * filename, int wrap)
{
	GLuint texture;
	int width, height;
	BYTE * data;
	FILE * file;

	file = fopen(filename, "r");

	if (file == NULL)
	{
		return 0;
	}

	width = IMG_WIDTH;
	height = IMG_HEIGHT;

	data = (byte*)malloc(width * height * 3);

	fread(data, width * height * 3, 1, file);

	fclose(file);

	glGenTextures(1, &texture);

	glBindTexture(GL_TEXTURE_2D, texture);

	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap ? GL_REPEAT : GL_CLAMP);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap ? GL_REPEAT : GL_CLAMP);

	gluBuild2DMipmaps(GL_TEXTURE_2D, 3, width, height, GL_BGR_EXT, GL_UNSIGNED_BYTE, data);

	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

	glEnable(GL_TEXTURE_2D);

	return texture;
}

void drawCuboid()
{
	GLuint texture1 = LoadTextureRAW("aa.bmp", 0);

	glBindTexture(GL_TEXTURE_2D, texture1);
	glColor3d(1, 1, 0);
	glBegin(GL_QUADS);
	glTexCoord2f(1.0, 1.0);
	glVertex3f(-70, -70, 30);
	glTexCoord2f(0.0, 1.0);
	glVertex3f(70, -70, 30);
	glTexCoord2f(0.0, 0.0);
	glVertex3f(70, 70, 30);
	glTexCoord2f(1.0, 0.0);
	glVertex3f(-70, 70, 30);
	glEnd();

	glColor3d(1, 0, 1);
	glBegin(GL_QUADS);
	glVertex3f(-70, -70, 170);
	glVertex3f(70, -70, 170);
	glVertex3f(70, 70, 170);
	glVertex3f(-70, 70, 170);
	glEnd();

	glColor3d(0, 1, 0);
	glBegin(GL_QUADS);
	glVertex3f(-70, -70, 30);
	glVertex3f(-70, -70, 170);
	glVertex3f(-70, 70, 170);
	glVertex3f(-70, 70, 30);
	glEnd();

	glColor3d(1, 1, 1);
	glBegin(GL_QUADS);
	glVertex3f(70, -70, 30);
	glVertex3f(70, -70, 170);
	glVertex3f(70, 70, 170);
	glVertex3f(70, 70, 30);
	glEnd();

	glColor3d(0, 1, 1);
	glBegin(GL_QUADS);
	glVertex3f(-70, 70, 30);
	glVertex3f(-70, 70, 170);
	glVertex3f(70, 70, 170);
	glVertex3f(70, 70, 30);
	glEnd();

	glColor3d(1, 0, 0);
	glBegin(GL_QUADS);
	glVertex3f(-70, -70, 30);
	glVertex3f(-70, -70, 170);
	glVertex3f(70, -70, 170);
	glVertex3f(70, -70, 30);
	glEnd();
}

void draw()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glShadeModel(GL_SMOOTH);
	glClearColor(0, 0, 0, 0);
	glClearDepth(1);
	glEnable(GL_DEPTH_TEST);

	glPushMatrix();
	glRotatef(angle, 1, 0, 0);
	glRotatef(angley, 0, 1, 0);
	glRotatef(anglez, 0, 0, 1);

	drawCuboid();
	glPopMatrix();
	glutSwapBuffers();
	glFlush();
	glDisable(GL_TEXTURE_2D);

}

void keyboard(unsigned char keyPressed, int xMouse, int yMouse)
{
	switch (keyPressed)
	{
	case 'w':
		angle+=1;
		break;
	case 's':
		angle -= 1;
		break;
	case 'd':
		angley += 1;
		break;
	case 'a':
		angley -= 1;
		break;
	case 'z':
		anglez += 1;
		break;
	case 'x':
		anglez -= 1;
		break;
	}
	glutPostRedisplay();
}

void setTransformations()
{
	glColor3f(0, 0, 0);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(50, 600 / 600, 1, 10000);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glEnable(GL_DEPTH_TEST);
	glViewport(0, 0, 600, 600);
	gluLookAt(0, 0, 10, 0, 0, 0, 0, 1, 0);
	glOrtho(-100, 100, -100, 100, 1, 100);
}

void initialize(int argc, char *argv[])
{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DEPTH | GLUT_RGBA);
	glutInitWindowPosition(0, 0);
	glutInitWindowSize(800, 800);
	glutCreateWindow("Computer Graphics Lab");
	glutDisplayFunc(draw);
	glutKeyboardFunc(keyboard);
	setTransformations();
	glutMainLoop();
}

void main(int argc, char *argv[])
{
	initialize(argc, argv);
}


void drawCuboid()
{
	GLuint texture1 = LoadTextureRAW("aa.bmp", 0);
 
	glBindTexture(GL_TEXTURE_2D, texture1);
	glColor3d(1, 1, 0);
	glBegin(GL_QUADS);
	glTexCoord2f(1.0, 1.0);
	glVertex3f(-70, -70, 30);
	glTexCoord2f(0.0, 1.0);
	glVertex3f(70, -70, 30);
	glTexCoord2f(0.0, 0.0);
	glVertex3f(70, 70, 30);
	glTexCoord2f(1.0, 0.0);
	glVertex3f(-70, 70, 30);
	glEnd();

I really don’t understand why you have put your texture loading code within the drawCuboid function. You are loading the texture every frame! This should be moved to the initialize function.

belive me i don’t understand it that what the professor told me to do :smiley: so if you can explain it further would be great :smiley:

It’s quite simple. You are loading the texture image 60 times a second - overwriting the texture1 object with same thing over and over and over and over and over and over etc. It is not how textures are loaded (or shaders or anything for that matter). You load them once and then use the object (texture1). Make the changes and let us know how your program works after that.