I am applying texture to objects and its fine but when I move camera because its 3D scene then texture also moves..
Texture having lines on it is clearly visible moving..
How can I fix the texture (paste) on the objects so that it will not move with me.
Here is the Texture Code.
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //scale linearly when image bigger than texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //scale linearly when image smalled than texture
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0,GL_RGB, GL_UNSIGNED_BYTE, image1->data);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glShadeModel(GL_FLAT);
I am applying it like this on objects (its glutSolidcube)
glPushMatrix();
glColor3f(0.50f, 0.35f, 0.25f);
glTranslated(-8, 2, -8);
glScaled(2.8,5, 4);
glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_GEN_S); //enable texture coordinate generation
glEnable(GL_TEXTURE_GEN_T);
drawhouse(0.08);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S); //enable texture coordinate generation
glDisable(GL_TEXTURE_GEN_T);
glPopMatrix();
Related
I try to tile texture with size 16x16 inside rectangle 100x100. I set GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T to GL_REPEAT but it gives no effect (see image below). How to tile image properly? Should I use different method for drawing instead of glDrawArrays?
Original texture 16x16
Actual result:
Code:
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture.getId());
glTexParameterf(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// GL_REPEAT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glPushMatrix();
glVertexPointer(VERTEX_POINTER_COUNT, GL_FLOAT, 0, vertexPointer);
glColorPointer(COLOR_POINTER_COUNT, GL_FLOAT, 0, colorPointer);
glTexCoordPointer(TEXTURE_COORD_POINTER_COUNT, GL_FLOAT, 0, texCoordPointer);
glDrawArrays(GL_TRIANGLES, 0, 6);
glPopMatrix();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, NULL_ID);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_BLEND);
UPD.
// Texture coordinates
private float[] uv = new float[]{0, 0, 0, 1, 1, 1, 1, 0};
public final FloatBuffer texCoordPointer = BufferUtils.createFloatBuffer(2 * 3 * 2 * 2);
texCoordPointer.clear();
texCoordPointer.put(uv[0]).put(uv[1]);
texCoordPointer.put(uv[2]).put(uv[3]);
texCoordPointer.put(uv[4]).put(uv[5]);
texCoordPointer.put(uv[0]).put(uv[1]);
texCoordPointer.put(uv[4]).put(uv[5]);
texCoordPointer.put(uv[6]).put(uv[7]);
texCoordPointer.flip();
If you want the texture repeated for example 6 times, your texture coordinates should be in the range [0.0, 6.0]
I am using ftgl font library.
ftgl function to create image has this code:
glBindTexture(GL_TEXTURE_2D, textID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, textureWidth, textureHeight,0, GL_ALPHA, GL_UNSIGNED_BYTE, textureMemory);
Format GL_ALPHA.
When I render to FBO images(GL_RGBA) they look ok.
But when I render fonts to fbo texture, there is some problems with colour and alpha.
This image should open in editor that don't touch pixels(browser uses anti-aliasing).
Code:
/// 1 step create FBO
// Create the color buffer
glGenTextures(1, &id_tex);
glBindTexture(GL_TEXTURE_2D, id_tex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, wid, hei, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); // GL_RGBA GL_ALPHA
// Create the frame buffer
glGenFramebuffersEXT(1, &id_buf);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id_buf);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, id_tex, 0);
GLenum err = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
assert(err == GL_FRAMEBUFFER_COMPLETE_EXT);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
/// 2 step render to fbo
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id_buf);
glEnable(GL_TEXTURE_2D);
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0,0, 1920 , 1080);
ftgl::render();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDisable(GL_TEXTURE_2D);
glFlush ();
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glViewport (0, 0, 1920, 1080);
glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
/// 3 step render texture
glEnable(GL_TEXTURE_2D);
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR);
glBindTexture(GL_TEXTURE_2D, id_tex);
glBegin(GL_QUADS);
glTexCoord2d(0,0); glVertex3f(point4.X , point4.Y , point4.Z);
glTexCoord2d(0,1); glVertex3f(point1.X , point1.Y , point1.Z);
glTexCoord2d(1,1); glVertex3f(point2.X , point2.Y , point2.Z);
glTexCoord2d(1,0); glVertex3f(point3.X , point3.Y , point3.Z);
glEnd();
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_TEXTURE_2D);
In my program it is necessary for me to do off-screen rendering. For that purpose I use a FBO. In order to see if the image I draw is the correct for testing purposes I copy it from the FBO to a texture then render the texture to a quad. The problem is that when I copy from the FBO into the texture and render it the image appears dark/get a black color but the shapes are correct. I have tried using a texture as attachment in the FBO and rendering it directly (without copying it into another texture) and the colors are correct.
Below is the code for texture creation
//initial texture which works when rendered to a quad
glGenTexturesEXT(3, &textureID[0]);
glBindTextureEXT(GL_TEXTURE_2D, textureID[0]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 600, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
//second one which should be a copy of the above but has tha dark color mentioned
glBindTextureEXT(GL_TEXTURE_2D, textureID[1]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); // automatic mipmap
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 600, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTextureEXT(GL_TEXTURE_2D, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,GL_TEXTURE_2D,textureID[0],0);
//Attach depth buffer to FBO
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_rb);
st1=glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
Now in the rendering function
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); //biding FBO
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//render code
unsigned char *pixels= new unsigned char [600*512*4];
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0); //unbiding
glBindTextureEXT(GL_TEXTURE_2D,textureID[1]); //if I change to textureID[0] result is fine
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA8,600,512,0,GL_RGBA,GL_UNSIGNED_BYTE,pixels);
glBindTextureEXT(GL_TEXTURE_2D,0);
glViewport(0, 0, 600, 512);
glClearColor(1.0,1.0,1.0,1.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glBindTextureEXT(GL_TEXTURE_2D, textureID[1]);
//setting the correct matrixes + render a quad
//before rendering a quad I set the color with
glColor3f(1.0, 1.0, 1.0);
delete[] pixels;
glutSwapBuffers();
I'm using glut for the setup. I have tried other functions such as glGetTexImage2D after unbiding the FBO and biding the texture as an alternative to glReadPixels(...) but with no success.
I don't understand this call to glTexImage2D in your second code snippet. pixels will contain just garbage. What do you expect it to do?
Textures have been core OpenGL for a very, very long time. It's just glGenTextures and glBindTexture not ...EXT. Also I recommend to either use ...ARB versions of the FBO functionality, or just using OpenGL core framebuffer support (of later OpenGL versions).
i have managed to load texture
// Load texture
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
pBytes = gltLoadTGA("../earth.tga", &iWidth, &iHeight, &iComponents, &eFormat);
glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBytes);
free(pBytes);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
when i texture the sphere like this it does not show (image 256x256 32bit)
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glutSolidSphere(35.0f, 30, 17);
glDisable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
but i have a ship made out of a pyramid shape the same technique works on it
glEnable(GL_TEXTURE_2D);
ship();
glDisable(GL_TEXTURE_2D);
anyone any idea why this is happening please...(please don't mark me down i'm working hard here)
You may have loaded the texture image. But you also need to supply texture coordinates. Your ship may do this. glutSolidSphere however does not, and there's nothing you can do about it. So don't use glutSolidSphere.
I can't get depth values from FBO's depth texture.. Program's workflow is like below :
Setup
1. Make pass1 FBO (color texture + depth texture)
2. Make pass2 RBO (color renderbuffer + depth renderbuffer)
Rendering
1. only vertex processing (pass1)
2. get depth values from pass0 FBO's depth texture
3. vertex and fragment processing using a previous depth values
Setup.1 code (create pass0 fbo)
glActiveTexture(GL_TEXTURE0);
glGenTextures(2, &pass1_tex);
glBindTexture(GL_TEXTURE_2D, pass1_tex[0]);
glTexImage2D(GL_TEXTURE_2D, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, pass1_tex[1]);
glTexImage2D(GL_TEXTURE_2D, GL_DEPTH_COMPONENT, w, h, 0, GL_DEPTH_COMPONENT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
glGenFramebuffers(1, pass1_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, pass1_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMEMNT0, GL_TEXTURE_2D< pass1_tex[0], 0);
glBindFramebuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMEMNT, GL_TEXTURE_2D< pass1_tex[0], 0);
And to get depth values in rendering, I did like below :
glBindFramebuffer(GL_FRAMEBUFFER, pass1_fbo);
// vertex processing..
glActiveTexture(GL_TEXTURE1);
glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &debug_buf[0]);
But, there are only 1.0 or 0.0 in debug_buf array. Of course, all objects are between 1.0 and -1.0 distance (NDC), a near and far value is 1.0 and 2.0 in gluPerspective().
Why can't I get proper depth values from FBO's depth texture?
You can find the answer to your problem in this article. When using GL_COMPARE_R_TO_TEXTURE, sampling the depth texture returns a comparison result of the depth texture values against a reference value (which is the interpolated r texture coordinate). What you want to do is to specify the following texture parameters instead:
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glTexParameteri (GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
glBindFramebuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMEMNT0, GL_TEXTURE_2D< pass1_tex[0], 0);
glBindFramebuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMEMNT, GL_TEXTURE_2D< pass1_tex[0], 0);
you used the color texture, pass1_tex[0] for both the color and depth buffers