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  UV mapping a mesh  (Read 2651 times)
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Offline Zerali

Senior Newbie

« Posted 2012-10-27 17:50:47 »

Hello Everyone, a while back I did TheCodingUniverse's tutorial #24 and #25 to load in a .obj file and render the mesh and then later add lighting to it. After completing these tutorials I really wanted to figure out how to texture the mesh that I was rendering. So I went looking for tutorials with little luck. I eventually just tinkered with the .obj file and then modified the code for tutorial #24 to handle the Texture Coordinates and the UV Indices(not sure if thats correct name). Now that I have it somewhat working, I am still having an issue with rendering.

Here is a video of what I have so far, the video shows rendering the object as a mesh and then with the texture mapped onto it.

Here is the code

Just looking for some help on how to fix this issue.
Offline theagentd

« JGO Bitwise Duke »

Medals: 597
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« Reply #1 - Posted 2012-10-27 19:22:06 »

You need to enable depth testing.

Change Display.create(); to Display.create(new PixelFormat(24, 0, 24, 0, 0)); //Requests a back buffer with a z-buffer.

Add glEnable(GL_DEPTH_TEST); just before you start rendering the scene.

Your glClear() already clears your depth buffer (which you didn't have before).

Offline Zerali

Senior Newbie

« Reply #2 - Posted 2012-10-27 22:18:34 »

Thanks so much, that worked like a charm. Now that you mention it I do remember reading that somewhere.
Thanks again.
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