* Draw a floor by looping over the floorSize and squareSize variables
*/
void drawFloor() {
- glBegin(GL_QUADS);
+ if ( currentGroundTexture != 0 ) {
+ getTexture(currentGroundTexture);
+ glBindTexture(GL_TEXTURE_2D, currentGroundTexture);
+ }
+
+ glBegin(GL_QUADS);
+
+
+ // **NOTE: Code under development to solve the texture-is-larger than square problem
+
+ int textureTileSize = 50;
+ int divisions = 2;
+
+ for ( int tx = -floorSize; tx <= floorSize; tx += textureTileSize ) {
+ for ( int tz = -floorSize; tz <= floorSize; tz += textureTileSize ) {
+ int subTileWidth = textureTileSize / divisions;
+ for ( int x = 0; x <= divisions * 2; x++ ) {
+ for ( int z = 0; z <= divisions * 2; z++ ) {
+ glColor3f( 1.0, 1.0, 1.0 );
+
+ printf("Creating a subtile.\n");
+ printf("Texture box is: (%d, %d), (%d, %d), (%d, %d), (%d, %d)\n",tx+textureTileSize, tz+textureTileSize,tx+textureTileSize, tz,tx, tz, tx, tz+textureTileSize );
+ printf("Polygon box is: (%d, %d), (%d, %d), (%d, %d), (%d, %d)\n",(x+1)*subTileWidth, (z+1)*subTileWidth ,(x+1)*subTileWidth, z*subTileWidth, x*subTileWidth, z*subTileWidth, x*subTileWidth, (z+1)*subTileWidth);
+
+ glTexCoord2f( tx+textureTileSize, tz+textureTileSize );
+ glVertex3f ( (x+1)*subTileWidth, 0.0, (z+1)*subTileWidth );
+
+ glTexCoord2f( tx+textureTileSize, tz );
+ glVertex3f ( (x+1)*subTileWidth, 0.0, z*subTileWidth );
+
+ glTexCoord2f( tx, tz );
+ glVertex3f ( x*subTileWidth, 0.0, z*subTileWidth );
+
+ glTexCoord2f( tx, tz+textureTileSize );
+ glVertex3f ( x*subTileWidth, 0.0, (z+1)*subTileWidth );
+ }
+ }
+ }
+ }
+
+/*
for ( int x = -floorSize; x < floorSize; x++ ) {
for ( int z = -floorSize; z < floorSize; z++ ) {
glColor3f( 1.0, 1.0, 1.0 );
+
+ glTexCoord2f( 1.0, 1.0 );
+ glVertex3f ( (x+1)*squareSize, 0.0, (z+1)*squareSize );
- glVertex3f( (x+1)*squareSize, 0.0, (z+1)*squareSize );
- glVertex3f( (x+1)*squareSize, 0.0, z*squareSize );
- glVertex3f( x*squareSize, 0.0, z*squareSize );
+ glTexCoord2f( 1.0, 0.0 );
+ glVertex3f ( (x+1)*squareSize, 0.0, z*squareSize );
- glVertex3f( x*squareSize, 0.0, (z+1)*squareSize );
-
-
-
-
-
-
+ glTexCoord2f( 0.0, 0.0 );
+ glVertex3f ( x*squareSize, 0.0, z*squareSize );
+
+ glTexCoord2f( 0.0, 1.0 );
+ glVertex3f ( x*squareSize, 0.0, (z+1)*squareSize );
}
- }
+ }*/
+
glEnd();
+
+ if ( currentGroundTexture != 0 ) {
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
}
/**