I am pretty new to OpenGL and have run into a problem trying to render a skybox.
This picture illustrates the issue fairly well.
The sides of the skybox do not show up, and when I view an edge (like in the pic),
it just looks like the images are rendered right next to each other, instead of as
different sides of a cube.
void display ( void ) // Create The Display Function
{
glPushMatrix();
glDepthMask(0);
/* replace this code with your height field implementation */
/* you may also want to precede it with your rotation/translation/scaling */
/* Clear buffers */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt( 0.0, 0.0, 0.0, // eye position
0.1, 0.0, 0.1, // camera direction
0.0, 1.0, 0.0); // up direction
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
glColor4f(1.0, 1.0, 1.0, 1.0);
/*!!!!!!!!!!!!!! FRONT FACE !!!!!!!!!!!!!!!*/
glBindTexture(GL_TEXTURE_2D,frontTextureId); // select which texture to use
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, -0.5f );
glTexCoord2f(1, 0); glVertex3f( -0.5f, 0.5f, -0.5f );
glTexCoord2f(1, 1); glVertex3f( -0.5f, -0.5f, -0.5f );
glTexCoord2f(0, 1); glVertex3f( 0.5f, -0.5f, -0.5f );
glEnd();
/*!!!!!!!!!!!!!! LEFT FACE !!!!!!!!!!!!!!!*/
glBindTexture(GL_TEXTURE_2D, leftTextureId); // select which texture to use
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f );
glTexCoord2f(1, 0); glVertex3f( 0.5f, 0.5f, -0.5f );
glTexCoord2f(1, 1); glVertex3f( 0.5f, -0.5f, -0.5f );
glTexCoord2f(0, 1); glVertex3f( 0.5f, -0.5f, 0.5f );
glEnd();
/*!!!!!!!!!!!!!! RIGHT FACE !!!!!!!!!!!!!!!*/
glBindTexture(GL_TEXTURE_2D, rightTextureId); // select which texture to use
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f( -0.5f, 0.5f, -0.5f );
glTexCoord2f(1, 0); glVertex3f( -0.5f, 0.5f, 0.5f );
glTexCoord2f(1, 1); glVertex3f( -0.5f, -0.5f, 0.5f );
glTexCoord2f(0, 1); glVertex3f( -0.5f, -0.5f, -0.5f );
glEnd();
/*!!!!!!!!!!!!!! BACK FACE !!!!!!!!!!!!!!!*/
glBindTexture(GL_TEXTURE_2D, backTextureId); // select which texture to use
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f( -0.5f, 0.5f, 0.5f );
glTexCoord2f(1, 0); glVertex3f( 0.5f, 0.5f, 0.5f );
glTexCoord2f(1, 1); glVertex3f( 0.5f, -0.5f, 0.5f );
glTexCoord2f(0, 1); glVertex3f( -0.5f, -0.5f, 0.5f );
glEnd();
/*!!!!!!!!!!!!!! TOP FACE !!!!!!!!!!!!!!!*/
glBindTexture(GL_TEXTURE_2D, upTextureId); // select which texture to use
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex3f( -0.5f, 0.5f, -0.5f );
glTexCoord2f(0, 0); glVertex3f( -0.5f, 0.5f, 0.5f );
glTexCoord2f(1, 0); glVertex3f( 0.5f, 0.5f, 0.5f );
glTexCoord2f(1, 1); glVertex3f( 0.5f, 0.5f, -0.5f );
glEnd();
/*!!!!!!!!!!!!!! BOTTOM FACE !!!!!!!!!!!!!!!*/
glBindTexture(GL_TEXTURE_2D, downTextureId); // select which texture to use
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f( -0.5f, -0.5f, -0.5f );
glTexCoord2f(0, 1); glVertex3f( -0.5f, -0.5f, 0.5f );
glTexCoord2f(1, 1); glVertex3f( 0.5f, -0.5f, 0.5f );
glTexCoord2f(1, 0); glVertex3f( 0.5f, -0.5f, -0.5f );
glEnd();
/*!!!!!!!!!!!!!! end of drawing of a textured quad !!!!!!!!!!!!!!!*/
glPopAttrib();
glPopMatrix();
/* Swap buffers, so one we just drew is displayed */
glutSwapBuffers();
}
I feel like I am missing something basic here, but I am not sure what. The code is
more or less verbatim from the tutorial site (http://sidvind.com/wiki/Skybox_tutorial).
The code was compiled with g++ 4.5.2 on Ubuntu Linux, but the same problem arises under
visual studio as well.
I should state, as well, that the numbers used in the code above are the values that
produced the linked picture.
Your textures need to form a seamless join across cube edges. In the screenshot you’ve supplied, these images don’t form a seamless join (look at the sky).
Also check your projection matrix – are you setting a perspective transform?
To set up a perspective projection (the most common for 3D apps):