Week 5 - Texture Mapping

This week I added texture-mapped scenery to the background of the Roboviewer. Loading bitmap files requires writing some complicated code that I didn't have time for this week, so in this week's program I again created my own textures by storing pixel values in a 64x64x4 array.

I also figured out how to use texture objects, which allow simultaneous multiple textures. To create texture objects, first an array of GLuints needs to be created. glGenTextures is called on the array. The size of this array is the number of textures. Each element in the array can be bound to one texture. Several texture object arrays can exist at one time. Since I can use multiple textures now, the textures on the robot's face and torso and the background textures coexist.

F1 toggles the texture on the robot's torso. F2 cycles through the background scenes. The three backgroud scenes are grass with mountains, desert with mountains, and grass without mountains (sky only). This program runs slowly on my computer, so I didn't run any long-lasting tests. I'm not sure what would happen if the robot could walk all the way to the textured mountains in the background. Collision detection is an entirely different topic beyond the scope of this project, so it's not something handled in this program.