[SDL] Using OpenGL and SDL and textures are showing up as white?

Mars_999 mars_999 at mac.com
Mon Mar 11 17:29:01 PST 2002


Here is my code hope it helps you help me!! =) Thanks

bool InitOpenGL(int width, int height)
{
 float ratio = float(width) / float(height);

    glViewport(0, 0, width, height);
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
 glShadeModel(GL_SMOOTH);
 glEnable(GL_DEPTH_TEST);
    glEnable(GL_TEXTURE_2D);
    glClearDepth(1.0f);
 
 
// glEnable(GL_ALPHA_TEST);
    
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 glDepthFunc(GL_LEQUAL);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);

    
    
 glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.0f, ratio, 1.0f, 100.0f);
    
 glMatrixMode(GL_MODELVIEW);

 return true;
}
void LoadTextures(void)
{
 glGenTextures(1, texture);
 glBindTexture(GL_TEXTURE_2D, texture[0]);
 if(LoadTGAFile("test.tga", myTGA) != true)
  fout << "No go on .tga load\n";
 
 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, myTGA->imageWidth, myTGA->imageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, myTGA->imageData);
}

void DrawCube(void)
{
 glLoadIdentity();
 glTranslatef(0.0f, 0.0f, -10.0f);
 
 glRotatef(45.0f, 1.0f, 1.0f, 1.0f);

// glEnable(GL_BLEND);
//    glEnable(GL_ALPHA_TEST);
 
 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();


// glDisable(GL_ALPHA);
 //   glDisable(GL_BLEND);
}
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