I have OpenGL program that I want to texture sphere with bitmap of earth. I prepared mesh in Blender and exported it to OBJ file. Program loads appropriate mesh data (vertices, uv and normals) and bitmap properly- I have checked it texturing cube with bone bitmap.
My program is texturing sphere, but incorrectly (or in the way I don't expect). Each triangle of this sphere includes deformed copy of this bitmap. I've checked bitmap and uv seems to be ok. I've tried many sizes of bitmap (powers of 2, multiples of 2 etc).
Here's the texture:
Screenshot of my program (like It would ignore my UV coords):
Mappings of UVs in Blender I've done in this way:
Code setting texture after loading it (apart from code adding texture to VBO- I think it's ok):
GLuint texID;
glGenTextures(1,&texID);
glBindTexture(GL_TEXTURE_2D,texID);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,width,height,0,GL_BGR,GL_UNSIGNED_BYTE,(GLvoid*)&data[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
Is there needed any extra code to map this texture properly?
[Edit] Initializing textures (earlier presented code is in LoadTextureBMP_custom() function)
bool Program::InitTextures(string texturePath)
{
textureID = LoadTextureBMP_custom(texturePath);
GLuint TBO_ID;
glGenBuffers(1,&TBO_ID);
glBindBuffer(GL_ARRAY_BUFFER,TBO_ID);
glBufferData(GL_ARRAY_BUFFER,uv.size()*sizeof(vec2),&uv[0],GL_STATIC_DRAW);
return true;
}
My main loop:
bool Program::MainLoop()
{
bool done = false;
mat4 projectionMatrix;
mat4 viewMatrix;
mat4 modelMatrix;
mat4 MVP;
Camera camera;
shader.SetShader(true);
while(!done)
{
if( (glfwGetKey(GLFW_KEY_ESC)))
done = true;
if(!glfwGetWindowParam(GLFW_OPENED))
done = true;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Tutaj przeksztalcenia macierzy
camera.UpdateCamera();
modelMatrix = mat4(1.0f);
viewMatrix = camera.GetViewMatrix();
projectionMatrix = camera.GetProjectionMatrix();
MVP = projectionMatrix*viewMatrix*modelMatrix;
// Koniec przeksztalcen
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,textureID);
shader.SetShaderParameters(MVP);
SetOpenGLScene(width,height);
glEnableVertexAttribArray(0); // Udostepnienie zmiennej Vertex Shadera => vertexPosition_modelspace
glBindBuffer(GL_ARRAY_BUFFER,VBO_ID);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,(void*)0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER,TBO_ID);
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,(void*)0);
glDrawArrays(GL_TRIANGLES,0,vert.size());
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glfwSwapBuffers();
}
shader.SetShader(false);
return true;
}
VS:
#version 330
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec2 vertexUV;
out vec2 UV;
uniform mat4 MVP;
void main()
{
vec4 v = vec4(vertexPosition,1.0f);
gl_Position = MVP*v;
UV = vertexUV;
}
FS:
#version 330
in vec2 UV;
out vec4 color;
uniform sampler2D texSampler; // Uchwyt tekstury
void main()
{
color = texture(texSampler, UV);
}