Automatic texture generation coordinates

I am just using glTexGen to display a simple bitmap, to see how it works, yet, nothing gets display properly. So I was wondering if anyone could help.

Render a simple square bitmap at vertices:
glVertex3f(-50.0f, 50.0f, -100.0f);
glVertex3f(-50.0f, -50.0f, -100.0f);
glVertex3f(50.0f, -50.0f, -100.0f);
glVertex3f(50.0f, 50.0f, -100.0f);

(2D texture)

If you could please just show me how to use the gltexGen function to place texture coordinates on those vertex coordinate, just the steps involved, and I will pick up from there. No need for showing me how to bind or glTexParameteri anything.

Thank you.

I may be wrong so dont take my word for it but i believe texGeni and texGenf are soley used for environment mapping. At least thats the only thing i use them for

Texture coordinates can be assigned however you want them to be assigned… Whatever you think would be the best method for texturing your object.

No, they can be used for stuff other than environmental mapping. Please post an example. I tried everything. EYE_LINEAR, OBJECT_LINEAR, EYE_PLANE, OBJECT_PLANE, it’s doesn’t work for some reason.

What do you mean it doesn’t work? It always work, the way you code it that is (assuming there’s no errors). YOU post some code, and/or least say what you are trying to do and what is wrong now. I can think or several things that can be wrong with automatic texture coordinate generation.

I’m trying to draw a texture mapped square.
Like this:
void DrawSquare()
{
glBegin(GL_QUADS);

// glTexCoord2f(0.0f, 0.0f);
glVertex3f(-30.0f, -30.0f, 0.0f);

// glTexCoord2f(1.0f, 0.0f);
glVertex3f(30.0f, -30.0f, 0.0f);

// glTexCoord2f(1.0f, 1.0f);
glVertex3f(30.0f, 30.0f, 0.0f);

// glTexCoord2f(0.0f, 1.0f);
glVertex3f(-30.0f, 30.0f, 0.0f);

glEnd();
}

I’ve setup the automatic generation stuff like this:

GLfloat xequal[] = {1.0f, 0.0f, 0.0f, 0.0f};
GLfloat yequal[] = {0.0f, 1.0f, 0.0f, 0.0f};
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);

glTexGenfv(GL_S, GL_EYE_PLANE, xequal);
glTexGenfv(GL_T, GL_EYE_PLANE, yequal);

glEnable(GL_TEXTURE_GEN_S);

glEnable(GL_TEXTURE_GEN_T);

Please tell me what I did wrong

[This message has been edited by Brian Jones (edited 12-14-2002).]

Also the bmp image is 512x256 dimensions, if thats relevant.

There’s nothing wrong with that code. What exactly is the problem? Does it not give you what you want? If so, you better tell us what you want.

[This message has been edited by Bob (edited 12-14-2002).]

It doesn’t give me what I want. I only displays a small line.

Ok, I changed the code to something else, it displays the bitmap, but not how I want it. It’s displayed 4 times in a single square, this time. 2 times on the x axis, 2 times on the y axis.v I want it to be displayed once on each axis I changed it to this:

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

GLfloat xequal[] = {1.0f/30.0f, 0.0f, 0.0f, 0.0f};
GLfloat yequal[] = {0.0f, 1.0f/30.0f, 0.0f, 0.0f};

glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);

glTexGenfv(GL_S, GL_EYE_PLANE, xequal);
glTexGenfv(GL_T, GL_EYE_PLANE, yequal);

glEnable(GL_TEXTURE_GEN_S);

glEnable(GL_TEXTURE_GEN_T);

[This message has been edited by Brian Jones (edited 12-14-2002).]

So, you want the texture to fit exactly on the quad?

Well, the quad is 60x60 units large, so you have to scale the texture coordinates by 1/60 along the S and T axes. You then get the texture coordinate (0,0) in the middle of the quad, so you have to offset it by -0.5 along both axes. You can do that with the texture matrix.

Hmm, pressed submit before I was done with my post.

Basically, something like this.

GLfloat xequal[] = {1.0f/60.0f, 0.0f, 0.0f, 0.0f};
GLfloat yequal[] = {0.0f, 1.0f/60.0f, 0.0f, 0.0f};
glTexGenfv(GL_S, GL_EYE_PLANE, xequal);
glTexGenfv(GL_T, GL_EYE_PLANE, yequal);

glMatrixMode(GL_TEXTURE);
glTranslatef(-0.5, -0.5, 0);
glMatrixMode(GL_MODELVIEW);

Maybe you can put the translation in the object plane equation, don’t know.

Wow, thanks. It worked. I’m not saying it wouldn’t have worked. It’s just I never knew I had to modify the texture matrix stack. I haven’t reached that section in the Red Book yet. It works with the object plane too. Thanks again.

[This message has been edited by Brian Jones (edited 12-14-2002).]