Working through some OpenGL-ES tutorials, using the Android emulator. I've gotten up to texture mapping and am having some trouble mapping to a cube. Is it possible to map a texture to all faces of a cube that has 8 vertices and 12 triangles for the 6 faces as described below?
// Use half as we are going for a 0,0,0 centre.
width /= 2;
height /= 2;
depth /= 2;
float vertices[] = { -width, -height, depth, // 0
width, -height, depth, // 1
width, height, depth, // 2
-width, height, depth, // 3
-width, -height, -depth, // 4
width, -height, -depth, // 5
width, height, -depth, // 6
-width, height, -depth, // 7
};
short indices[] = {
// Front
0,1,2,
0,2,3,
// Back
5,4,7,
5,7,6,
// Left
4,0,3,
4,3,7,
// Right
1,5,6,
1,6,2,
// Top
3,2,6,
3,6,7,
// Bottom
4,5,1,
4,1,0,
};
float texCoords[] = {
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
I have gotten the front and back faces working correctly, however, none of the other faces are showing the texture.
Drawing code
public void draw(GL10 gl) {
// Counter-clockwise winding.
gl.glFrontFace(GL10.GL_CCW);
// Enable face culling.
gl.glEnable(GL10.GL_CULL_FACE);
// What faces to remove with the face culling.
gl.glCullFace(GL10.GL_BACK);
// Enabled the vertices buffer for writing and to be used during
// rendering.
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// Specifies the location and data format of an array of vertex
// coordinates to use when rendering.
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, verticesBuffer);
if (normalsBuffer != null) {
// Enabled the normal buffer for writing and to be used during rendering.
gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
// Specifies the location and data format of an array of normals to use when rendering.
gl.glNormalPointer(GL10.GL_FLOAT, 0, normalsBuffer);
}
// Set flat color
gl.glColor4f(rgba[0], rgba[1], rgba[2], rgba[3]);
// Smooth color
if ( colorBuffer != null ) {
// Enable the color array buffer to be used during rendering.
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
// Point out the where the color buffer is.
gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer);
}
// Use textures?
if ( textureBuffer != null) {
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
}
// Translation and rotation before drawing
gl.glTranslatef(x, y, z);
gl.glRotatef(rx, 1, 0, 0);
gl.glRotatef(ry, 0, 1, 0);
gl.glRotatef(rz, 0, 0, 1);
gl.glDrawElements(GL10.GL_TRIANGLES, numOfIndices, GL10.GL_UNSIGNED_SHORT, indicesBuffer);
// Disable the vertices buffer.
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
gl.glDisableClientState(GL10.GL_NORMAL_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// Disable face culling.
gl.glDisable(GL10.GL_CULL_FACE);
}
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