textures

How to texture of a glutSolidTorus in OpenGL? [closed]

Deadly 提交于 2020-08-25 04:08:39
问题 Closed. This question needs debugging details. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 5 years ago . Improve this question I am trying to texture a glutSolidTorus() . Here is my code: glColor3f(1.0f, 1.0f, 1.0f); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, tiring); glutSolidTorus(.55, 1.8, 25, 25); glDisable(GL_TEXTURE_2D); But it does not work. How can I texture glutSolidTorus() ? 回答1:

Qt3d transparency texture will be covered. How to slove that?

旧街凉风 提交于 2020-08-10 19:24:57
问题 I add a plane to the 3D world and it should be in torus's center. But if I add the plane first and the tour second, the plane will be tour covered (plane's coordinate is in tour center): I think it is about paint order. The plane should be drawn in last order. Changing plane and torus adding order will be correct: Can QDepthTest help me? Or any other way? Can show me some examples? Thanks! code (without the sphere): class FlippedTextureImage : public Qt3DRender::QPaintedTextureImage { public:

Qt3d transparency texture will be covered. How to slove that?

本小妞迷上赌 提交于 2020-08-10 19:22:27
问题 I add a plane to the 3D world and it should be in torus's center. But if I add the plane first and the tour second, the plane will be tour covered (plane's coordinate is in tour center): I think it is about paint order. The plane should be drawn in last order. Changing plane and torus adding order will be correct: Can QDepthTest help me? Or any other way? Can show me some examples? Thanks! code (without the sphere): class FlippedTextureImage : public Qt3DRender::QPaintedTextureImage { public:

How to get I the correct texture using indexing in opengl

倖福魔咒の 提交于 2020-06-29 05:03:14
问题 I want to impement a pyramid which has different texture in each side. The pyramid with the textures is correct without using an index data array. When i use the indexdata the textures get mixed with each other. Do i have to correct the AttribPointer? (My texture is a collage image of 5 different images) *I want to keep the indexData array Here is a part of the code from OpenGL.GLUT import * from OpenGL.GLU import * from OpenGL.GL import * import numpy as np from framework import * from PIL

Why are glsl variables not working as expected?

好久不见. 提交于 2020-06-28 06:07:48
问题 I am working on a 3D renderer which was working as expected but now I am trying to batch every cube into a single draw call (my renderer can only draw cubes right now). Here I have my glsl program that runs for each batch #type vertex #version 330 core layout(location = 0) in vec3 a_Position; layout(location = 1) in vec4 a_Color; layout(location = 2) in vec3 a_TexCoord; layout(location = 3) in int a_TexIndex; uniform mat4 u_ProjectionView; out vec4 v_Color; out vec3 v_TexCoord; out flat int v

Why are glsl variables not working as expected?

纵然是瞬间 提交于 2020-06-28 06:07:05
问题 I am working on a 3D renderer which was working as expected but now I am trying to batch every cube into a single draw call (my renderer can only draw cubes right now). Here I have my glsl program that runs for each batch #type vertex #version 330 core layout(location = 0) in vec3 a_Position; layout(location = 1) in vec4 a_Color; layout(location = 2) in vec3 a_TexCoord; layout(location = 3) in int a_TexIndex; uniform mat4 u_ProjectionView; out vec4 v_Color; out vec3 v_TexCoord; out flat int v

How do I correctly render a texture in a quad in Metal?

牧云@^-^@ 提交于 2020-06-17 01:58:26
问题 My issue is because a quad is just two triangles. The texture is not rendered consistently on each triangle, and the texture is broken across the border between the two triangles. I'm using a screenshot of my lovely Minecraft house as an example texture: Rendered textured quad As you see, from the top left of the screenshot and the bottom right, it seem to have been cut or folded or something. It's just distorted. And the distortion I speak of is NOT from the fact that it's being applied to a