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

@@ -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)