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Home/ Questions/Q 82973
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Asked: May 10, 20262026-05-10T21:42:03+00:00 2026-05-10T21:42:03+00:00

I can find tutorials about mapping textures to polygons specifying vertices etc. but nothing

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I can find tutorials about mapping textures to polygons specifying vertices etc. but nothing regarding how to apply a texture to a cube (or other stuff) drawn with glut (glutSolidCube).

I am doing something like:

glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, decal); glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat); glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat); glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nearest); glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nearest);  glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, 4, myImageWidth, myImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)myImage);  //...  glEnable(GL_TEXTURE_2D);  //now draw the cube glutSolidCube(N); 

Doing this I get the texture to apply to the cube but the whole cube gets the color of the first byte in the texture!

Is there any way of mapping a texture to a solid cube (and other solids) when using glutSolidCube?

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  1. 2026-05-10T21:42:03+00:00Added an answer on May 10, 2026 at 9:42 pm

    No, since glutSolidCube() does not generate texture coordinates. Fortunately, though, glutSolidCube() is easy to implement yourself and add texture coordinates. Here’s the source code to glutSolidCube() and associated functions, from http://www.opengl.org/resources/libraries/glut/:

    /* Copyright (c) Mark J. Kilgard, 1994, 1997. */  /**                                                                              (c) Copyright 1993, Silicon Graphics, Inc.                                        ALL RIGHTS RESERVED                                                               Permission to use, copy, modify, and distribute this software                    for any purpose and without fee is hereby granted, provided                      that the above copyright notice appear in all copies and that                    both the copyright notice and this permission notice appear in                   supporting documentation, and that the name of Silicon                           Graphics, Inc. not be used in advertising or publicity                           pertaining to distribution of the software without specific,                     written prior permission.  THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU 'AS-IS' AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.  US Government Users Restricted Rights  Use, duplication, or disclosure by the Government is subject to restrictions set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights in Technical Data and Computer Software clause at DFARS 252.227-7013 and/or in similar or successor clauses in the FAR or the DOD or NASA FAR Supplement.  Unpublished-- rights reserved under the copyright laws of the United States.  Contractor/manufacturer is Silicon Graphics, Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311.  OpenGL(TM) is a trademark of Silicon Graphics, Inc. */  static void drawBox(GLfloat size, GLenum type) {   static GLfloat n[6][3] =   {     {-1.0, 0.0, 0.0},     {0.0, 1.0, 0.0},     {1.0, 0.0, 0.0},     {0.0, -1.0, 0.0},     {0.0, 0.0, 1.0},     {0.0, 0.0, -1.0}   };   static GLint faces[6][4] =   {     {0, 1, 2, 3},     {3, 2, 6, 7},     {7, 6, 5, 4},     {4, 5, 1, 0},     {5, 6, 2, 1},     {7, 4, 0, 3}   };   GLfloat v[8][3];   GLint i;    v[0][0] = v[1][0] = v[2][0] = v[3][0] = -size / 2;   v[4][0] = v[5][0] = v[6][0] = v[7][0] = size / 2;   v[0][1] = v[1][1] = v[4][1] = v[5][1] = -size / 2;   v[2][1] = v[3][1] = v[6][1] = v[7][1] = size / 2;   v[0][2] = v[3][2] = v[4][2] = v[7][2] = -size / 2;   v[1][2] = v[2][2] = v[5][2] = v[6][2] = size / 2;    for (i = 5; i >= 0; i--) {     glBegin(type);     glNormal3fv(&n[i][0]);     glVertex3fv(&v[faces[i][0]][0]);     glVertex3fv(&v[faces[i][1]][0]);     glVertex3fv(&v[faces[i][2]][0]);     glVertex3fv(&v[faces[i][3]][0]);     glEnd();   } }  void APIENTRY glutSolidCube(GLdouble size) {   drawBox(size, GL_QUADS); } 

    Just add in some calls to the glTexCoord* family of functions. NeHe has a good tutorial on how to get started with texture mapping with OpenGL.

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