Re: [Vala] How to bitwise math and implement a jagged array in Vala?



Hi! Evan's makeCheckImage function creates a new array and passes it to the
caller as a return value. You need to store it in the variable that is
passed to glTexImage2D; right now you are indeed giving it an empty
(uninitialized) texture array. Change the call to:

checkImage = makeCheckImage()

/simon

Den 4 jul 2013 03.07, "Thomas F Steinhauer" <tom_steinhauer hotmail com>
skrev:

Dear Evan,
I tried the code that you have listed, It worked but no texture showed up
on the quads. They were empty.

I have pasted the whole code here as I have it now in hopes that someone
might be able to figure out what is going on or maybe if I did something
wrong.


/*
 * Texture: CheckerBoard-pattern texture
 */

const int checkImageWidth = 64;      // Texture image rows and columns
const int checkImageHeight = 64;
GLubyte [,,] checkImage; // Texture image data
GLuint texName;

private static uint8[,,] makeCheckImage (int width = 64, int height = 64) {


  uint8[,,] check_image = new uint8[height,width,4];

  for ( var i = 0 ; i < height ; i++ ) {...
void init()
{
   glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
   glShadeModel(GL_FLAT);
   glEnable(GL_DEPTH_TEST);

   makeCheckImage();
   glPixelStorei(GL_UNPACK_**ALIGNMENT, 1);

   glGenTextures(1, (GLuint[])texName);
   glBindTexture(GL_TEXTURE_2D, texName);

   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
   glTexImage2D(GL_TEXTURE_2D, 0, (GLint)GL_RGBA, checkImageWidth,
checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage);
}

void display()
{
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   glEnable(GL_TEXTURE_2D);
   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
   glBindTexture(GL_TEXTURE_2D, texName);
   glBegin(GL_QUADS);
   glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.0f, -1.0f, 0.0f);
   glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.0f, 1.0f, 0.0f);
   glTexCoord2f(1.0f, 1.0f); glVertex3f(0.0f, 1.0f, 0.0f);
   glTexCoord2f(1.0f, 0.0f); glVertex3f(0.0f, -1.0f, 0.0f);

   glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 0.0f);
   glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, 0.0f);
   glTexCoord2f(1.0f, 1.0f); glVertex3f(2.41421f, 1.0f, -1.41421f);
   glTexCoord2f(1.0f, 0.0f); glVertex3f(2.41421f, -1.0f, -1.41421f);
   glEnd();
   glFlush();
   glDisable(GL_TEXTURE_2D);
}

void reshape(int w, int h)
{
   glViewport(0, 0, (GLsizei) w, (GLsizei) h);
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 30.0);
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
   glTranslatef(0.0f, 0.0f, -3.6f);
}

void keyboard (uchar key, int x, int y)
{
   switch (key) {
      case 27:
         //exit(0);
         break;
      default:
         break;
   }
}

void main(string[] args)
{
   glutInit(ref args.length, args);
   glutInitDisplayMode(GLUT_**SINGLE | GLUT_RGBA | GLUT_DEPTH);
   glutInitWindowSize(250, 250);
   glutInitWindowPosition(100, 100);
   glutCreateWindow("checker");
   init();
   glutDisplayFunc(display);
   glutReshapeFunc(reshape);
   glutKeyboardFunc(keyboard);
   glutMainLoop();
}


Thanks
Tom

On 07/02/2013 07:02 PM, Evan Nemerson wrote:


On Tue, 2013-07-02 at 18:49 -0500, Thomas F Steinhauer wrote:

I tried your code as you sug...


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