The best way to texture a cube in openGL

Luca picture Luca · Jan 24, 2013 · Viewed 15.4k times · Source

Which is the best way (lowest memory, fastest speed) to texture a cube? after a while i have find this solution:

data struct:

GLfloat Cube::vertices[] =
 {-0.5f, 0.0f, 0.5f,   0.5f, 0.0f, 0.5f,   0.5f, 1.0f, 0.5f,  -0.5f, 1.0f, 0.5f,
  -0.5f, 1.0f, -0.5f,  0.5f, 1.0f, -0.5f,  0.5f, 0.0f, -0.5f, -0.5f, 0.0f, -0.5f,
  0.5f, 0.0f, 0.5f,   0.5f, 0.0f, -0.5f,  0.5f, 1.0f, -0.5f,  0.5f, 1.0f, 0.5f,
  -0.5f, 0.0f, -0.5f,  -0.5f, 0.0f, 0.5f,  -0.5f, 1.0f, 0.5f, -0.5f, 1.0f, -0.5f
  };

 GLfloat Cube::texcoords[] = { 0.0,0.0, 1.0,0.0, 1.0,1.0, 0.0,1.0,
                               0.0,0.0, 1.0,0.0, 1.0,1.0, 0.0,1.0,
                               0.0,0.0, 1.0,0.0, 1.0,1.0, 0.0,1.0,
                               0.0,0.0, 1.0,0.0, 1.0,1.0, 0.0,1.0
                             };

 GLubyte Cube::cubeIndices[24] = {0,1,2,3, 4,5,6,7, 3,2,5,4, 7,6,1,0,
                                  8,9,10,11, 12,13,14,15};

draw function:

        glEnable(GL_TEXTURE_2D);
        glBindTexture(GL_TEXTURE_2D, texture);
        glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glColor3f(1.0f, 1.0f, 1.0f);

        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
        glEnableClientState(GL_VERTEX_ARRAY);

        glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
        glVertexPointer(3, GL_FLOAT, 0, vertices);

        glDrawElements(GL_QUADS, 24, GL_UNSIGNED_BYTE, cubeIndices);
        glDisableClientState(GL_VERTEX_ARRAY);
        //glDisableClientState(GL_COLOR_ARRAY);
        glDisable(GL_TEXTURE_2D);

As you can see the result is correct: cube

but to rech this result i have to redefine some vertex (there are 16 3D points in the vertices array) otherwise the texture fail to map in the DrawElement function.

Someone knows a better way to texture a cube in a vertex array?

Answer

jmathew picture jmathew · Jan 24, 2013

I ran into the same issue a while back working with opengl es. My research indicated that there was no other way to do it because each vertex could only have one texture coordinate associated with it.