This problem baffles me. I am testing some Haskell bindings to OpenGL, I create a vertex shader, a fragment shader, compile the program, and draw a textured rectangle to the screen after transforming the vertices... except the screen is blank.
When I render the rectangle flat white instead of using a sampler in the fragment shader, it works fine. When I go into gdebugger and use the option to replace all textures with a stub texture, it also works fine.
When I look at the allocated textures in gdebugger, there are no texture objects, only the default 2d texture. When I set a breakpoint on glTexImage2d, I see that it is being called, but no texture object appears in memory when I peek at it with gdebugger.
What's going on? Am I forgetting to set some environment variables? I'm quite frustrated. The kicker is that I had this problem before, and I managed to fix it then, but I forgot what the problem was. I hate myself >_>
I ported a tutorial on OpenGL to Haskell some time ago. It includes a link to a very tiny library that, among other things, helps with loading textures.
Perhaps you could compare that code with what you have to spot the differences.
I'm not a Haskell guy by any means, but try doing the simplest thing that could possibly work and check to see where you deviate from it:
#include <GL/glut.h>
double aspect_ratio = 0;
GLuint texID = 0;
unsigned int texBuf[] = {
0x00FFFFFF,
0x00FF0000,
0x0000FF00,
0x000000FF,
};
void display(void)
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-10*aspect_ratio, 10*aspect_ratio, -10, 10, -10, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor3ub(255,255,255);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texID);
glScalef(8,8,8);
glTranslatef(-0.5f, -0.5f, 0.0f);
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex2f(0,0);
glTexCoord2f(1,0);
glVertex2f(1,0);
glTexCoord2f(1,1);
glVertex2f(1,1);
glTexCoord2f(0,1);
glVertex2f(0,1);
glEnd();
glFlush();
glFinish();
glutSwapBuffers();
}
void reshape(int w, int h)
{
aspect_ratio = (double)w / (double)h;
glViewport(0, 0, w, h);
}
void idle()
{
glutPostRedisplay();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(200,200);
glutCreateWindow("Aspect Ratio");
glGenTextures(1, &texID);
glBindTexture(GL_TEXTURE_2D, texID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 4, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, (char*)texBuf);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutIdleFunc(idle);
glutMainLoop();
return 0;
}
Related
I want to draw some indicators for use in an older software using SDL2 and OpenGL 1.6 (therefore i can't switch to modern OpenGL for now) and have decided to build them from basic shapes. I've gotten the drawing logic working properly, but can't get the texturing to work. It actually completely broke the program. I want to keep an OOP approach and be able to draw any object/shape separately, by just calling a drawing method.
At first i create the window:
void SDLWindow::createWindow(const std::string windowTitle)
{
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
puts("Could not init SDL");
return;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_ALWAYS_ON_TOP
| SDL_WINDOW_RESIZABLE;
this->mainWindow = SDL_CreateWindow(windowTitle.c_str(),
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, this->width, this->height,
flags);
if (nullptr == mainWindow)
{
puts("Window could not be created");
return;
}
this->context = SDL_GL_CreateContext(this->mainWindow);
if (nullptr == this->context)
{
puts("Could not create context");
return;
}
SDL_GL_SetSwapInterval(1);
SDL_RaiseWindow(this->mainWindow);
}
Then i initialise OpenGL specifics:
void SDLWindow::initGL()
{
glClearDepth(1.0f);
glDepthFunc(GL_LEQUAL); // Type Of Depth Testing
// glEnable(GL_DEPTH_TEST);
glViewport(0, 0, this->width, this->height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0f, this->width, this->height, 0.0f, 0.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_MULTISAMPLE);
}
These settings are the ones used in the main app and, until i started adding textures, everything was working properly.
Loading the texture from a file:
void SDLWindow::loadTextureFromFile(char* path){
SDL_Surface* Surface = SDL_LoadBMP(path);
glGenTextures(1, &this->textureID);
glBindTexture(GL_TEXTURE_2D, this->textureID);
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, Surface->w, Surface->h, 0, GL_RGB, GL_UNSIGNED_BYTE, Surface->pixels);
SDL_FreeSurface(Surface);
}
Drawing a primitive shape with the texture applied to it:
void SDLWindow::drawBasicShape()
{
glBindTexture(GL_TEXTURE_2D, this->textureID); // commented this but doesn't change anything
glBegin( GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(this->width / 4, this->height / 4);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(3 * this->width / 4, this->height / 4);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(3 * this->width / 4, 3 * this->height / 4);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(this->width / 4, 3 * this->height / 4);
glEnd();
}
In the main loop, i make a call to renderRectCore() which first loads the texture and then draws the shape:
void SDLWindow::renderRectCore()
{
//Clear color buffer
glClear( GL_COLOR_BUFFER_BIT);
// glColor3f(1.0f, 0.0f, 0.0f);
glEnable(GL_TEXTURE_2D);
loadTextureFromFile("D:\Workspace\Eclipse\SDL_test\sample.bmp");
drawBasicShape();
}
As far as i can tell, the function that loads the texture somehow breaks the program and causes the window to open blank and immediately close. Removing the call to loadTextureFromFile simply draws the white rectangle, but keeps the window functioning as intended. When instantiating the class SDLWindow, textureID is initialized to 0.
Use a debugger to see which line of code is failing. But most likely SDL_LoadBMP returns NULL because
"D:\Workspace\Eclipse\SDL_test\sample.bmp"
is not the correct path.
You have to properly escape backslash characters in C++ string literals:
"D:\\Workspace\\Eclipse\\SDL_test\\sample.bmp"
(Or just use forward slashes as they are actually also supported by Windows).
Your code is also lacking the most basic error handling and will crash if the file is not found or not readable (or not the expected data format).
glEnable(GL_TEXTURE_2D);
loadTextureFromFile("D:\Workspace\Eclipse\SDL_test\sample.bmp");
There is no point in loading texture in the main loop.
Move it to init.
Hey guys I'm new in OpenGL, and I have an issue while I try to display a texture.Every texture I try to display in .png format it just gives it's color, for example if I try to display a red brick it just appears the red, only the color. The code I use is below.Where should I bind the texture or what's wrong with code? I can't aunderstand.
GLuint LoadTexture(const char * filename, int width, int height){
GLuint texture_id;
unsigned char *data;
texture_id = SOIL_load_OGL_texture(filename,
4, 0, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y);
if (texture_id == 0)
{
printf( "SOIL loading error: '%s'\n", SOIL_last_result() );
}
glBindTexture(GL_TEXTURE_2D, texture_id);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_DECAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_DECAL);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
void display()
{
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
int w = glutGet(GLUT_WINDOW_WIDTH);
int h = glutGet(GLUT_WINDOW_HEIGHT);
gluPerspective(60, w / h, 0.1, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(3, 3, 3,
0, 0, 0,
0, 0, 1);
glRotatef(rotate_x, 1.0, 0.0, 0.0);
glRotatef(rotate_y, 0.0, 1.0, 0.0);
glBindTexture(GL_TEXTURE_2D, texture);
glEnable(GL_TEXTURE_2D);
mycube();
glutSwapBuffers();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(640, 480);
glutCreateWindow("CUBE");
texture = LoadTexture("texture.png", 256, 256);
glutDisplayFunc(display);
glutSpecialFunc(specialKeys);
glEnable(GLUT_DEPTH);
glutMainLoop();
FreeTexture(texture);
return 0;
}
I do not see the source of your LoadTexture() function. One thing that can be done is to create a structure that holds the id value that OpenGL sets to a texture when it is bound to a renderable object, its width & height in pixels, color bit depth information, and the color data, if it contains transparencies, should be wrapped or repeated, and the mipmap quality being used. I do not know what you are using to open, read and parse a png file, but within my own projects I happen to use libpng.
I have a simple OpenGL program built with GLUT that draws a few buildings, have a keyboard controlled moving camera, and I am trying to texture the ground. The animation is smooth.
The problem I have is with texturing mapping the ground. Two separate issues with two separate approaches
1) If I use glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); then I have no
flickering when I zoom out to far away. But the issue is when I zoom out from far, it appears as a single solid color.
From far:
From close:
2) If I use, glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); then I have a lot of flickering
when I zoom out to far away as I move, almost look like a TV noise when you are out of tune.
But stationary, it looks more natural.
From far:
From close:
Questions: What would be a simple way from my existing code to get the best of both worlds? Looking natural from far, and no flickering of the texture as I move. Thank you.
Here is the relevant code:
GLuint grassTextureId;
GLfloat GROUND_PLANE_WIDTH = 1000.0f;
void Display()
{
glLoadIdentity();
camera.Update();
...
FlatGroundPlane_Draw(void);
...
glutSwapBuffers();
}
void FlatGroundPlane_Draw(void)
{
glEnable(GL_TEXTURE_2D);
glBindTexture( GL_TEXTURE_2D, grassTextureId); // call glBindTexture before glBegin
glBegin(GL_QUADS);
glNormal3f(0, 1, 0);
glTexCoord2d(0, 0);
GLdouble textCoord = GROUND_PLANE_WIDTH;
glVertex3f( -GROUND_PLANE_WIDTH, 0, -GROUND_PLANE_WIDTH);
// go beyond 1 for texture coordinate so it repeats and tiles
glTexCoord2d(0, textCoord);
glVertex3f( -GROUND_PLANE_WIDTH, 0, GROUND_PLANE_WIDTH);
glTexCoord2d(textCoord, textCoord);
glVertex3f( GROUND_PLANE_WIDTH, 0, GROUND_PLANE_WIDTH);
glTexCoord2d(textCoord, 0);
glVertex3f( GROUND_PLANE_WIDTH, 0, -GROUND_PLANE_WIDTH);
glEnd();
glDisable(GL_TEXTURE_2D);
}
void Initialise()
{
glEnable(GL_DEPTH_TEST);
glClearDepth(1.0f);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
modelParser = new ModelParser();
// grass texture is 1024x1024
// from http://seamless-pixels.blogspot.ca/2012_10_01_archive.html
grassTextureId = modelParser->LoadTiledTextureFromFile("./Grass/Grass_1024.ppm");
}
void ModelParser::UploadTiledTexture(unsigned int &iTexture, const RGBImage &img)
{
glGenTextures(1, &iTexture); // create the texture
glBindTexture(GL_TEXTURE_2D, iTexture);
// Issue 1: no flickering, but appear solid color from far away
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Issue 2: flickering noise during movement but appear realistic from far away
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// the texture would wrap over at the edges (repeat)
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, img.Width(), img.Height(), GL_RGB, GL_UNSIGNED_BYTE, img.Data());
}
int main(int argc, char** argv)
{
...
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
...
glutDisplayFunc(&GLUT::Display);
...
glutMainLoop();
}
#include <Windows.h>
#include "glut.h"
#include "GLAUX.H"
#include <stdio.h>
GLuint texID;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0,0,0,0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
gluLookAt(10,10,10,0,0,0,0,0,1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,texID);
glColor3f(0.9f,0.9f,0.9f);
glBegin(GL_QUADS);
glTexCoord2f(0.f,0.f);
glVertex3f(-100.0f, 0.0f, -100.0f);
glTexCoord2f(0.f,1.f);
glVertex3f(-100.0f,0.0f,100.0f);
glTexCoord2f(1.f,1.f);
glVertex3f(100.0f,0.0f,100.0f);
glTexCoord2f(1.f,0.f);
glVertex3f(100.0f, 0.0f, -100.0f);
glEnd();
glutSwapBuffers();
}
void InitTexture()
{
glGenTextures(1,&texID);
AUX_RGBImageRec * image = auxDIBImageLoad("earth.bmp");
if(!image)
puts("image open err\n");
glBindTexture(GL_TEXTURE_2D, texID);
// glTexImage2D(GL_TEXTURE_2D, 0, 3, image->sizeX,image->sizeY,0,GL_RGB,GL_UNSIGNED_BYTE,
// image->data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, image->sizeX, image->sizeY, GL_RGB, GL_UNSIGNED_BYTE,image->data);
delete image->data;
delete image;
image = NULL;
}
void reshape (int w, int h) {
float ratio = w/(float)h;
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45,ratio,10,1000);
}
int main(int argc, char** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH);
glutInitWindowSize(500,500);
glutCreateWindow("3D FORTRESS");
InitTexture();
glClear(GL_COLOR_BUFFER_BIT);
glutDisplayFunc(display);
glutIdleFunc (display);
glutReshapeFunc (reshape);
glutMainLoop();
return 0;
}
i'm trying to make a simple texture mapping..
but it doesn't work at all. it just displays black screen. though It reads bmp files well...
Several things wrong with this code:
glClearColor after glClear does not have any effect (until the next time through the display function).
You are switching to the texture matrix with glMatrixMode(GL_TEXTURE); but then load a view matrix into it. If you're just getting started with OpenGL, the texture matrix is not something you should be using; this should probably be GL_MODELVIEW.
The first argument to gluBuild2DMipmaps must be GLU_TEXTURE_2D.
You're not checking the return value of gluBuild2DMipmaps.
You're not checking for any OpenGL errors. Use glGetError() to pinpoint the source of any problems.
In general, with problems like this, narrow it down by commenting out features first. Here, I'd start with drawing a coloured quad without any texture, then add the texture to it.
My OpenGL application which was working fine on ATI card stopped working when I put in an NVIDIA Quadro card. Texture simply don't work at all! I've reduced my program to a single display function which doesn't work:
void glutDispCallback()
{
//ALLOCATE TEXTURE
unsigned char * noise = new unsigned char [32 * 32 * 3];
memset(noise, 255, 32*32*3);
glEnable(GL_TEXTURE_2D);
GLuint textureID;
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, noise);
delete [] noise;
//DRAW
glDrawBuffer(GL_BACK);
glViewport(0, 0, 1024, 1024);
setOrthographicProjection();
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glLoadIdentity();
glDisable(GL_BLEND);
glDisable(GL_LIGHTING);
glBindTexture(GL_TEXTURE_2D, textureID);
glColor4f(0,0,1,0);
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex2f(-0.4,-0.4);
glTexCoord2f(0, 1);
glVertex2f(-0.4, 0.4);
glTexCoord2f(1, 1);
glVertex2f(0.4, 0.4);
glTexCoord2f(1,0);
glVertex2f(0.4,-0.4);
glEnd();
glutSwapBuffers();
//CLEANUP
GL_ERROR();
glDeleteTextures(1, &textureID);
}
The result is a blue quad (or whatever is specified by glColor4f()), and not a white quad which is what the texture is. I have followed the FAQ on OpenGL site. I have disabled blending in case texture was being blended out. I have disabled lighting. I have looked through glGetError() - no errors. I've also set glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); and GL_DECAL. Same result. I've also tried different polygon winding - CW and CCW.
Anyone else encounter this?
Can you try using GL_REPLACE in glTexEnvi? It could be a bug in the NV driver.
Your code is correct and does what it should.
memset(noise, 255, 32*32*3); makes the texture white, but you call glColor4f(0,0,1,0); so the final color will be (1,1,1)*(0,0,1) = (0,0,1) = blue.
What is the behavior you would like to have ?
I found the error. Somewhere else in my code I had initialized a GL_TEXTURE_3D object and had not called glDisable(GL_TEXTURE_3D);
Even though I had called glBindTexture(GL_TEXTURE_2D, textureID); it should have bound a 2D texture as the current texture and used that - as this code always worked on ATI cards. Well apparently the nVidia driver wasn't doing that - it was using that 3D texture for some reason. So adding glDisable(GL_TEXTURE_3D); fixed the problem and everything works as expected.
Thanks all who tried to help.