Ipphones

  • Subscribe to our RSS feed.
  • Twitter
  • StumbleUpon
  • Reddit
  • Facebook
  • Digg

Wednesday, 24 December 2008

Texture Coordinate Arrays or Things Nobody Tells You

Posted on 10:05 by Unknown
For some reason, a lot of OpenGL stuff just isn't well documented. Yes, I read the Red Book chapter on texturing. It didn't have a single reference to glTexCoordPointer(). I also read everything else I could find online, and wore the edges right off of some search terms.

As you can see here, my first attempt at loading texture mapped Wavefront OBJ files wasn't exactly a success:


The man page for glTexCoordPointer() tells you that it's used to feed an array, but it doesn't tell you the format of the array.
It hasn't been a complete failure so far - I've got the texture loading and being displayed, but the coordinates are not right.

I think I have finally figured out the problem. The array that you pass into glTexCoordPointer() has to correspond to the array passed into glVertexPointer(). If you're using two-point mapping (UV, no W), then your texture coordinate array has to have 2/3 the number of GLfloats that your vertex array has, since for every three-float vertex, you need one two-point texture coordinate, and they need to be in the same order.

Easy enough. Except that the vertices might not have the same texture coordinates for every polygon that it's used in.

Hmm... Apple recommends that you use glDrawElements() to avoid duplicating vertices. But, if a vertex had different texture coordinates in different polygons (and with complex objects, it usually will), you have to duplicate the vertices for every different set of texture coordinates that correspond to that vertex.

That's a little confusing, huh? Remember this picture:

Well, in our vertex array, the vertex marked "A" exists only once in our vertex array even though it forms a part of six different triangles. That is good for us because it reduces the amount of floating point data that OpenGL has to shuffle around. In our calls to glDrawElements(), we refer to that vertex using an integer index value which tells OpenGL to grab that specific vertex out of the vertex array, which is a quick lookup.

Now, let's say we want to texture this whole mesh—all six triangles—with a single UV-mapped image. Chances are, the texture coordinate for vertex A with regards to triangle 1 will be different than the texture coordinates for that vertex for triangle 2... and 3, and 4 and 5, and 6. In most situations, we can't specify just one texture coordinate value that will work for that vertex in all six triangles. It just can't be done the way we're approaching this.

So, what's the answer? It's actually a little gnarley. I'm going to have to parse all the unique combinations of vertex and texture coordinates in the faces portion of the OBJ file and then duplicate any vertices that have more than one corresponding texture coordinate. Of course, all the indices that point to such a vertex will have to be updated to point to the correct version of that vertex, so that when we call glDrawElements(), OpenGL is able to grab the right texture coordinates for the polygon being drawn.

I now know what I have to do, it's just a matter of finding the time to do it. Probably by the end of the weekend I'll have the texture mapping working.
Email ThisBlogThis!Share to XShare to Facebook
Posted in OpenGL ES | No comments
Newer Post Older Post Home

0 comments:

Post a Comment

Subscribe to: Post Comments (Atom)

Popular Posts

  • Making OpenGL ES Screenshot
    The Bit-101 Blog has an entry that shows how to take a screenshot when using OpenGL ES . I tested this in my much-delayed particle-generato...
  • Adding CLANG to Your Build Process
    Frasier Spiers has a nifty piece this morning on using Git pre-commit hooks to automatically run the CLANG Static Analyzer. I'm not a G...
  • CLANG Static Analyzer
    If you aren't using the LLVM/Clang Static Analyzer , you really should be. The Clang Project is an attempt to write a front end for the...
  • A Little Help
    I'm having a problem with OpenGL ES, and it's keeping me from finishing my particle engine post. I was hoping someone here could see...
  • WWDC Accommodations
    Staying downtown in San Francisco is very expensive in the summertime. Bu, if you're going to WWDC, you really want to stay downtown. Yo...
  • Xcode File Templates and a Mystery
    One of the things that confuses many newcomers to Xcode is how to set it up so that your company name gets automatically filled in when you ...
  • Brain Surgery?
    Craig Hockenberry has an interesting post on his blog today about the iPhone background processing issue. Craig speaks from personal experi...
  • Book's Almost Done
    I just finished Chapter 16. I'll give it another read-over in the morning then it will go off to my writing partner for his review, then...
  • iPhone Alley
    Looks like Dave and I are going to make an appearance on the iPhone Alley Podcast next week. We're recording on Sunday night, so I woul...
  • Shuffling Arrays
    Ever want to randomize an array of items? It's a task that, for some reason, I've had to do a lot in recent programs. So, I wrote a ...

Categories

  • 3D Models
  • Ad Hoc Distribution
  • ADC
  • Address Book
  • Amazon
  • Anaglyphs
  • App Store
  • Apple
  • Apple DTS
  • Apple Store
  • Application Store
  • articles
  • Award
  • Background Processing
  • Barcodes
  • Beta
  • Blog
  • Blogger
  • Blogging
  • Blogs
  • Blogspot
  • Book project
  • Bug Reporting
  • Captain Obvious
  • Categories
  • Censorship
  • CFFoundation
  • CGAffineTransform
  • Clang Static Analyzer
  • Cocoa
  • Cocoa Touch
  • Code Reuse
  • Code Signing
  • Computer
  • conferences
  • Controller Classes
  • Core Animation
  • Daring Fireball
  • Database
  • Debugging
  • Defect
  • Delegates
  • Design Awards
  • Developer Certifications
  • Discussion Forums
  • Edit Mode
  • employment opportunities
  • Encryption
  • Enterprise
  • Errata
  • free code
  • Free software
  • Full Screen
  • Game Programming
  • Gestures
  • Getting Started
  • goof
  • Google Code
  • Google Maps
  • Gotcha
  • Help
  • HIG
  • HTTP PUT
  • Idiots
  • Idle Timer
  • Images
  • Instruments
  • Interface Builder
  • iPHone
  • iPhone Applications
  • iPhone Dev Center
  • iPhone Developers
  • iPhone OS 3.0
  • iPhone SDK
  • iPhone SDK PNG
  • iPhone Simulator
  • iPhoneSDK
  • iPod
  • Job Opportunities.
  • k
  • Key Value Observing
  • Keynote
  • KVO
  • Landscape Mode
  • Learn Cocoa
  • Learn Cocoa on the Mac
  • libxml
  • Licensing
  • Mac Developers
  • Mac OS X
  • Macworld Expo
  • Microsoft
  • NDA
  • NeHe
  • New Category
  • New Release
  • NSFileHandle
  • NSMutableArray
  • NSMutableURLRequest
  • NSXML
  • Object-Oriented Design
  • Objective-C
  • Open Source
  • OpenGL ES
  • Optimizations
  • Other blogs
  • Paired Arrays
  • Parsing
  • Particle Engine
  • Party
  • PeopleSoft
  • Performance
  • Persistence
  • Pink Screen of Death
  • Piracy
  • Pixar
  • Podcasts
  • Press Release WTF
  • Press Releases WTF
  • private APIs Google
  • Project Template
  • Properties
  • Random Numbers
  • Rant
  • Rejected
  • Resources
  • Responder Chain
  • REST
  • Reverse Engineering
  • Rumors
  • Runtime
  • Sample Code
  • Screencast
  • screenshot
  • Scroll Views
  • snippet
  • Snow Leopard.
  • SOAP
  • Sockets
  • Source
  • Splash Screen
  • SQLite
  • SQLitePersistentObjects
  • Steve Jobs
  • Steve-Note
  • Strings
  • Stupidity
  • Subversion
  • Table Views
  • Taps
  • Template
  • Tip
  • Tips
  • Tririga
  • tutorials
  • Twitter
  • UIAlertView
  • UIColor
  • UIImage
  • UIPickerView
  • UIScrollView
  • UITextField
  • UIView
  • UIWebView
  • Update
  • Utilities
  • UUID
  • Vacation
  • Version Control
  • Web Services
  • Writing
  • WTF
  • WWDC
  • Xcode
  • XML

Blog Archive

  • ►  2009 (141)
    • ►  May (14)
    • ►  April (30)
    • ►  March (48)
    • ►  February (26)
    • ►  January (23)
  • ▼  2008 (163)
    • ▼  December (46)
      • Coming Soon - My OpenGL Particle Engine
      • Updated OpenGL ES Xcode Project Template
      • Another Wavefront OBJ loader
      • PVRTC Textures & OpenGL resources from Apple
      • A Reusable Date Drill-Down Controller
      • Learn Objective-C on the Mac is Shipping
      • We broke Amazon's Top 100 Books
      • Reusable Controllers
      • Wavefront OBJ Loader - Another Update
      • Almost There...
      • Texture Coordinate Arrays or Things Nobody Tells You
      • Happy Holidays
      • OpenGL ES Extensions on the iPhone
      • Texture Mapping is Coming
      • And we have a Winner
      • More on UIAlertView and Landscape Problem
      • UIAlertView & Landscape Mode
      • More on OpenGL and Normals
      • Wavefront OBJ Loader - Normals Done...
      • Progress on the Wavefront OBJ Loader
      • Andy Ihnatko on Apple & the Macworld Expo
      • gluLookAt()
      • MacWorld 2009
      • 3D Models as C Header Files
      • OpenGL Postings
      • The Start of a WaveFront OBJ File Loader Class
      • More on Outlets - Instance Variables vs. Properties
      • Just for Fun: OpenGL Icosahedron
      • Surface Normals in OpenGL
      • NeHe Tutorials, Lesson 6 Ported to iPhone (sort of)
      • Lesson 5 Code Fixed
      • OpenGL Warning!
      • Preparations for Porting NeHe Lesson 06
      • NeHe Tutorials, Lesson 5 Ported to iPhone
      • Captain Obvious Discusses OpenGL Function Document...
      • NeHe Tutorials, Lesson 4 Ported to iPhone
      • NeHe Tutorials, Lesson 3 Ported to iPhone
      • OpenGL Project Template Redux
      • NeHe Tutorials, Lesson 2 Ported to iPhone
      • gluPerspective
      • An OpenGL Project Template for Xcode
      • Back in town
      • Next Few Days
      • Outlets - Property vs. Instance Variable
      • Speaking of Errata...
      • Happy Belated Thanksgiving
    • ►  November (25)
    • ►  October (44)
    • ►  September (2)
    • ►  August (5)
    • ►  July (2)
    • ►  June (9)
    • ►  May (2)
    • ►  April (11)
    • ►  March (17)
Powered by Blogger.

About Me

Unknown
View my complete profile