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gleTextureMode(3GLE) GLE gleTextureMode(3GLE) NAME gleTextureMode - set the type of GLE automatic texture coordinate gen- eration. SYNTAX void gleTextureMode (int mode); ARGUMENTS mode bitwise OR of GLE texture mode flags DESCRIPTION In addition to the default glTexGen modes that are supplied by OpenGL, the tubing library also contains some of its own automatic texture co- ordinate generation routines. In addition, user-defined texture coord generation routines can be supplied. To use texture mapping with the extrusion library, one must remember to "do the obvious": Enable texture mapping through OpenGL Define and load (glTexImage2D/glBindTexture) a texture If using the routine below, then disable glTexgGen gleTextureMode can be used to set the type of automatic texture coordi- nate generation to be used. The argument should be a bitwise-OR of any of the following flags: GLE_TEXTURE_ENABLE If this bit is set, then texturing is enabled. If this bit is NOT set, then automatic texture coordinate generation is dis- abled. The way in which the automatic texture coordinate generation occurs is determined by one of the following flags. One and only one of these should be selected at a time. These tokens are enumerants, not bit- flags. GLE_TEXTURE_VERTEX_FLAT Uses the vertexes "x" coordinate as the texture "u" coordinate, and the accumulated segment length as the "v" coordinate. GLE_TEXTURE_NORMAL_FLAT Uses the normal vector's "x" coordinate as the texture "u" coor- dinate, and the accumulated segment length as the "v" coordi- nate. GLE_TEXTURE_VERTEX_CYL Uses u = phi/(2*pi) = arctan (vy/vx)/(2*pi) as the texture "u" coordinate, and the accumulated segment length as the "v" coor- dinate. In the above equation, "vx" and "vy" stand for the ver- tex's x and y coordinates. GLE_TEXTURE_NORMAL_CYL Uses u = phi/(2*pi) = arctan (ny/nx)/(2*pi) as the texture "u" coordinate, and the accumulated segment length as the "v" coor- dinate. In the above equation, "nx" and "ny" stand for the nor- mal's x and y coordinates. GLE_TEXTURE_VERTEX_SPH Uses u = phi/(2*pi) = arctan (vy/vx)/(2*pi) as the texture "u" coordinate, and v = theta/pi = (1.0 - arccos(vz))/pi as the tex- ture "v" coordinate. In the above equation, "vx","vy" and "vz" stand for the vertex's x, y and z coordinates. GLE_TEXTURE_NORMAL_SPH Uses u = phi/(2*pi) = arctan (ny/nx)/(2*pi) as the texture "u" coordinate, and v = theta/pi = (1.0 - arccos(nz))/pi as the tex- ture "v" coordinate. In the above equation, "nx","ny" and "nz" stand for the normal's x, y and z coordinates. GLE_TEXTURE_VERTEX_MODEL_FLAT GLE_TEXTURE_NORMAL_MODEL_FLAT GLE_TEXTURE_VERTEX_MODEL_CYL GLE_TEXTURE_NORMAL_MODEL_CYL GLE_TEXTURE_VERTEX_MODEL_SPH GLE_TEXTURE_NORMAL_MODEL_SPH These define texture mapping modes that are very similar to those described above, except that the untransformed vertices and/or normals are used. As a result, textures tends to stick to the extrusion according to the extrusions local surface coordi- nates rather than according to real-space coordinates. This will in general provide the correct style of texture mapping when affine transforms are being applied to the contour, since the coordinates used are those prior to the affine transform. OPERATION To best understand how to use the above functions, it is best to under- stand how the tubing is actually drawn. Let us start by defining some terms. The tubing library "extrudes" a "contour" along a "path". The contour is a 2D polyline. The path is a 3D polyline. We use the word "segment" to refer to a straight-line segment of the path polyline. We also interchangeably use the word "segment" to stand for the section of the extrusion that lies along a path segment. The tubing library draws segments one at a time. It uses glPushmatrix() and glPopmatrix() to orient each segment along the negative z-axis. The segment starts at z=0 and ends at some negative z-value (equal to the length of the segment). The segment is then drawn by calling glVer- tex3f() (and glNormal3F()) by drawing the 2D contour at z=0 and again at z=-len. (Of course, if the join style is one of the fancy ones, then the end-points are trimmed in a variety of ways, and do not land ex- actly on z=0, or z=-len, but they do come close). Note that glBegin() and glEnd() are called around each segment. (Note also that additional glBegins/Ends may be called to draw end-caps or filleting triangles for the more complex join styles.) The obvious way to automatically generate textures is to warp the glVertex() and glNormal() functions, and compute texture coordinates based on the 3-space vertex and normal coordinates. This is essentially what the tubing code does, except that it passes some extra parameters. The glBegin calls are wrapped, and the integer segment number and the floating-point length of the segment are passed in. By knowing the seg- ment number, and the segment length, the texture coordinates can be ad- justed. Knowing the length allows the length to be accumulated, so that a texture is applied lengthwise along the extrusion. It is this accumu- lated length that is used in the FLAT and CYL mapping modes. For each vertex, not only are the vertex x,y,z coordinates available, but so is a contour vertex counter indicating which contour vertex this corresponds to. There is also a flag indicating whether the vertex cor- responds to a front or back vertex (i.e. a z=0 or z=-len vertex). Again, this info can be used to avoid confusion when drawing the more complex join styles. HINTS Here are a few hints, tips, and techniques: o Hint: Confused? RUN THE DEMOS! The best way to understand what all the different texture modes are doing is to see them in ac- tion. o Hint: The texture matrix can be used to your advantage! That is, you can use glMatrixMode(GL_TEXTURE) to control how textures are mapped to the surface. In particular, you may/will want to use it to to rescale the V coordinate. o The origin of the contour will in general change the vertex x's and y's, thus changing the texture coordinates. o The contour "up" vector will NOT influence the texture coordi- nates. o For the FLAT and CYL modes, the accumulated length really is the accumulated length of the segments in modeling coordinates. Un- less the extrusion is very small, this length will probably be much larger than 1.0, and so the resulting texture coordinate will wrap. You will generally want to rescale the "V" coordinate to make the texture map fit. o If the texture is "swimming" around on the surface in an unde- sired way, try using the "MODEL" version of the texture genera- tion flag. o Typically, you will NOT want to use the "SPH" versions of the texture generation engine unless you really, really have an ex- trusion for which spherical coordinates are appropriate. Most uses of extrusions are best handled with the "FLAT" and "CYL" generation methods. o User-defined texture generation callbacks are not currently im- plemented, but these should be very, very easy to hack in as de- sired. It should be easy to let your imagination run wild in here. Look at texgen.c -- what needs to be done should be obvi- ous, I hope. When in doubt, experiment. BUGS Multiple threads using GLE share a single texture mode. SEE ALSO gleExtrusion, gleSetJoinStyle AUTHOR Linas Vepstas (linas@fc.net) GLE 3.6 gleTextureMode(3GLE)
NAME | SYNTAX | ARGUMENTS | DESCRIPTION | OPERATION | HINTS | BUGS | SEE ALSO | AUTHOR
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