texture is now correctly detected and used,

there seams to be a problem with the UV. They are not correctly
This commit is contained in:
Anakin 2016-10-22 15:35:06 +02:00
parent be97fa8e6f
commit 4f52510ff9
5 changed files with 18 additions and 9 deletions

View File

@ -135,9 +135,14 @@ void Object::analyseMsh2Chunks(std::list<ChunkHeader*>& chunkList)
{
if (!strcmp("MATL", (*it)->name))
{
// "useless" information how many MATD follow
fsMesh.seekg((*it)->position);
std::uint32_t tempMatdCount;
fsMesh.read(reinterpret_cast<char*>(&tempMatdCount), sizeof(std::uint32_t));
// get all MATD from MATL list
std::list<ChunkHeader*> tempMatlChunks;
loadChunks(tempMatlChunks, (*it)->position, (*it)->size);
loadChunks(tempMatlChunks, fsMesh.tellg(), (*it)->size - 4);
// evaluate MATL subchunks
for (std::list<ChunkHeader*>::iterator it = tempMatlChunks.begin(); it != tempMatlChunks.end(); it++)
@ -383,13 +388,13 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
fsMesh.seekg((*it)->position);
std::uint32_t tempIndex;
fsMesh.read(reinterpret_cast<char*>(&tempIndex), sizeof(tempIndex));
if (vTextures.size() < tempIndex - 1)
if (vTextures.size() <= tempIndex)
{
std::cout << "warning texture index <" << tempIndex << "> unknown" << std::endl;
dataDestination->texture = "";
continue;
}
dataDestination->texture = vTextures[tempIndex - 1];
dataDestination->texture = vTextures[tempIndex];
continue;
}

View File

@ -12,7 +12,7 @@
#define VERTEX_SHADER "Shader/VertexTextureShader.mv2shdr"
#define FRAGMENT_SHADER "Shader/FragmentTextureShader.mv2shdr"
#define TEXTURE_NAME "Textures/texture32R.tga"
//#define TEXTURE_NAME "Textures/texture32R.tga"
/////////////////////////////////////////////////////////////////////////
// public constructor/destructor
@ -281,11 +281,13 @@ void OpenGLController::loadMsh(const char * path)
gluiSamplerID = glGetUniformLocation(gluiShaderPrgmID, "textureSampler");
// get data
std::list<std::string> listTextures;
try
{
Object obj(path);
vfVertices = obj.getVertex();
vfUV = obj.getUV();
listTextures = obj.getTexture();
}
catch (std::invalid_argument e)
{
@ -296,15 +298,17 @@ void OpenGLController::loadMsh(const char * path)
glGenTextures(1, &gluiTextureID);
glBindTexture(GL_TEXTURE_2D, gluiTextureID);
std::list<std::string> listTextures;
try
{
if (listTextures.empty())
throw std::invalid_argument("no texture names");
TextureTGA tempTex(listTextures.front().c_str());
std::string tempPath = path;
while (tempPath.back() != '/' && tempPath.back() != '\\')
tempPath.pop_back();
TextureTGA tempTex(std::string(tempPath + listTextures.front()).c_str());
glTexImage2D(GL_TEXTURE_2D, 0, tempTex.hasAlpha() ? GL_RGBA : GL_RGB, tempTex.getWidth(), tempTex.getHeight(), 0, tempTex.hasAlpha() ? GL_BGRA : GL_BGR, GL_UNSIGNED_BYTE, tempTex.getData().data());
}
catch (std::invalid_argument e)

View File

@ -28,7 +28,7 @@ openGL:
OpenGLController *scene = OpenGLController::getInstance();
scene->loadMsh("..\\Release\\Msh\\cube.msh");
scene->loadMsh("..\\Release\\Msh\\cubeTex.msh");
do {
scene->updateScene();

BIN
Release/Msh/cubeTex.msh Normal file

Binary file not shown.