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Thread: texturing and lighting

  1. #1
    Senior Member Regular Contributor
    Join Date
    Feb 2001
    Posts
    108

    texturing and lighting

    i´m having a small openGL scene with a few cubes floating around and a light source. now if i try to apply a texture to one of the cubes, the whole scene gets a lot darker although the light is still on.

    i initialize the texture a sfollows, shouldn´t be a problem!?

    glGenTextures(1, &texture[0]);
    glBindTexture(GL_TEXTURE_2D, texture[0]);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR_MIPMAP_NEAREST);
    gluBuild2DMipmaps(GL_TEXTURE_2D, 3, text1->w, text1->h, GL_RGB, GL_UNSIGNED_BYTE, text1->pixels);

  2. #2
    Senior Member OpenGL Guru
    Join Date
    Feb 2000
    Location
    Sweden
    Posts
    2,978

    Re: texturing and lighting

    If you use GL_MODULATE (which is the default), the texture will be muliplied with the polygon color, and if you use lighting, this is what you want. Now, if your texture is dark, then when multiplying, the result will also be dark, even though lighting is on. Try increase the brightness of your texture, it should be as bright as possible.

    [This message has been edited by Bob (edited 02-19-2001).]

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