OpenGL texture shifted somewhat to the left when applied to a quad - c++

I'm a bit new to OpenGL and I've been having a problem with using textures. The texture seems to load fine, but when I run the program, the texture displays shifted a couple pixels to the left, with the section cut off by the shift appearing on the right side. I don't know if the problem here is in the my TGA loader or if it's the way I'm applying the texture to the quad.
Here is the loader:
#include "texture.h"
#include <iostream>
GLubyte uncompressedheader[12] = {0,0, 2,0,0,0,0,0,0,0,0,0};
GLubyte compressedheader[12] = {0,0,10,0,0,0,0,0,0,0,0,0};
TGA::TGA()
{
}
//Private loading function called by LoadTGA. Loads uncompressed TGA files
//Returns: TRUE on success, FALSE on failure
bool TGA::LoadCompressedTGA(char *filename,ifstream &texturestream)
{
return false;
}
bool TGA::LoadUncompressedTGA(char *filename,ifstream &texturestream)
{
cout << "G position status:" << texturestream.tellg() << endl;
texturestream.read((char*)header, sizeof(header)); //read 6 bytes into the file to get the tga header
width = (GLuint)header[1] * 256 + (GLuint)header[0]; //read and calculate width and save
height = (GLuint)header[3] * 256 + (GLuint)header[2]; //read and calculate height and save
bpp = (GLuint)header[4]; //read bpp and save
cout << bpp << endl;
if((width <= 0) || (height <= 0) || ((bpp != 24) && (bpp !=32))) //check to make sure the height, width, and bpp are valid
{
return false;
}
if(bpp == 24)
{
type = GL_RGB;
}
else
{
type = GL_RGBA;
}
imagesize = ((bpp/8) * width * height); //determine size in bytes of the image
cout << imagesize << endl;
imagedata = new GLubyte[imagesize]; //allocate memory for our imagedata variable
texturestream.read((char*)imagedata,imagesize); //read according the the size of the image and save into imagedata
for(GLuint cswap = 0; cswap < (GLuint)imagesize; cswap += (bpp/8)) //loop through and reverse the tga's BGR format to RGB
{
imagedata[cswap] ^= imagedata[cswap+2] ^= //1st Byte XOR 3rd Byte XOR 1st Byte XOR 3rd Byte
imagedata[cswap] ^= imagedata[cswap+2];
}
texturestream.close(); //close ifstream because we're done with it
cout << "image loaded" << endl;
glGenTextures(1, &texID); // Generate OpenGL texture IDs
glBindTexture(GL_TEXTURE_2D, texID); // Bind Our Texture
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Filtered
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, type, width, height, 0, type, GL_UNSIGNED_BYTE, imagedata);
delete imagedata;
return true;
}
//Public loading function for TGA images. Opens TGA file and determines
//its type, if any, then loads it and calls the appropriate function.
//Returns: TRUE on success, FALSE on failure
bool TGA::loadTGA(char *filename)
{
cout << width << endl;
ifstream texturestream;
texturestream.open(filename,ios::binary);
texturestream.read((char*)header,sizeof(header)); //read 6 bytes into the file, its the header. //if it matches the uncompressed header's first 6 bytes, load it as uncompressed
LoadUncompressedTGA(filename,texturestream);
return true;
}
GLubyte* TGA::getImageData()
{
return imagedata;
}
GLuint& TGA::getTexID()
{
return texID;
}
And here's the quad:
void Square::show()
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture.texID);
//Move to offset
glTranslatef( x, y, 0 );
//Start quad
glBegin( GL_QUADS );
//Set color to white
glColor4f( 1.0, 1.0, 1.0, 1.0 );
//Draw square
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0, 0, 0 );
glTexCoord2f(1.0f, 0.0f); glVertex3f( SQUARE_WIDTH, 0, 0 );
glTexCoord2f(1.0f, 1.0f); glVertex3f( SQUARE_WIDTH, SQUARE_HEIGHT, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0, SQUARE_HEIGHT, 0 );
//End quad
glEnd();
//Reset
glLoadIdentity();
}

A screenshot would be very helpful.
My first guess is that your rows are not 4 byte aligned. If so, change unpack alignment to 1 byte with glPixelStorei(GL_UNPACK_ALIGNMENT, 1); before calling glTexImage2D().

You want to set the texture parameter so that the texture scales to fit the quad. You do that with the following lines of code:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
These will have textures scale linearly up or down to fit the quad.
You should probably also clamp the texture with the following calls:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

Related

SDL_TTF rendering garbage to texture

I am attempting to use OpenGL and SDL, using SDL_ttf to render text to a texture, but the code is rendering garbage.
My "Render to texture code":
GLuint textToTexture(std::string & text, TTF_Font* font, glm::vec4 textColour, glm::vec4 bgColour)
{
if (!TTF_WasInit())
{
if (TTF_Init() == -1)
exit(6);
}
SDL_Color colour = { (Uint8)(textColour.r*255), (Uint8)(textColour.g*255), (Uint8)(textColour.b*255), (Uint8)(textColour.a*255) };
SDL_Color bg = { (Uint8)(bgColour.r*255), (Uint8)(bgColour.g*255), (Uint8)(bgColour.b*255), (Uint8)(bgColour.a*255) };
SDL_Surface *stringImage = NULL;
stringImage = TTF_RenderText_Blended(font, text.c_str(), colour);
if (stringImage == NULL)
{
exit(5);
}
GLuint trueH = powerofTwo(stringImage->h);
GLuint trueW = powerofTwo(stringImage->w);
unsigned char* pixels = NULL;
GLuint w = stringImage->w;
GLuint h = stringImage->h;
GLuint colours = stringImage->format->BytesPerPixel;
pixels = padTexture((unsigned char*)stringImage->pixels, w, h, pixels, trueW, trueH, colours);
GLuint format, internalFormat;
if (colours == 4) {
if (stringImage->format->Rmask == 0x000000ff)
format = GL_RGBA;
else
format = GL_BGRA;
}
else {
// no alpha
if (stringImage->format->Rmask == 0x000000ff)
format = GL_RGB;
else
format = GL_BGR;
}
internalFormat = (colours == 4) ? GL_RGBA : GL_RGB;
GLuint texId = 0;
//GLuint texture;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
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, internalFormat, trueW, trueH, 0,format, GL_UNSIGNED_BYTE, pixels);
// SDL surface was used to generate the texture but is no longer
// required. Release it to free memory
SDL_FreeSurface(stringImage);
free(pixels)
return texId;
}
The code for computing the correct dimensions for padding:
int powerofTwo(int num)
{
if (num != 0)
{
num--;
num |= num >> 1; // Divide by 2^k for consecutive doublings of k up to 32,
num |= num >> 2; // and then or the results.
num |= num >> 4;
num |= num >> 8;
num |= num >> 16;
num++;
}
return num;
}
and finally, the code that copies the bytes to a texture of the correct dimensions:
unsigned char* padTexture(unsigned char * src, int srcW, int srcH, unsigned char * dest, int width, int height, int bpp)
{
dest = (unsigned char*)calloc(1, width*height*bpp);
for (int i = 0; i < srcH; i++)
{
memcpy(dest + (width*i*bpp),src + (srcW*i*bpp), srcW*bpp);
}
return dest;
}
The result of this code is as follows: [![Garbled Texture][1]][1]
I have confirmed and error checked that SDL_TTF is properly initialized elsewhere in the codebase, and that the font is also being loaded.
I have tested with three different ttf fonts, with the same results.
Also, if I use any other TTF_rendering function (Shaded, Solid etc), A solid quad is rendered, and the "colours" variable in the textToTexture function also ends up as 1.
Additional:
As I previously stated, I tested with three ttf fonts:
MavenPro-Regular,
HelveticaNeueLTStd-Th
and another I found off the internet.
I was trying to render the string "Select Scenario".
The pre padded image dimensions are 138x25 pixels.
The post padded image dimensions are 256x32 pixels.
Update 1:
After fixing the bpp issue the new texture is as follows:
This image changes everytime I run the program.
Update 2:
After fixing the additional spotted errors with padding the image, and setting the pixel data to the texture itself, when I use TTF_RenderText_Blended all I get is a black quad, and when I use TTF_RenderText_Shaded I get:
Update 3:
I used SDL_SaveBMP immedietly before calling the GL code and after calling SDL_RenderText_Blended, the result was a completely white image, (given which text colour).
When I do the same using TTF_RenderText_Solid, The saved image is as it should be, but is rendered by opengl like the images you see above.
SDL_TTF initialized fine, the fonts load without error, and the text rendering returns no errors, so I can't think what to do next.
Update 4:
I have since refactored all the ttf code into a single function and removed the padding code (as modern opengl doesn't seem to care about it). However, despite all project settings and code now being identical to a test project that is known to work on the same hardware, the problem persists.
GLuint textToTexture(const char * text, const char * font, glm::vec4 textColour, glm::vec4 bgColour, unsigned int & texID)
{
if (!TTF_WasInit()) {
if (TTF_Init() == -1)
exit(6);
}
SDL_Color colour = { (Uint8)(textColour.r * 255), (Uint8)(textColour.g * 255), (Uint8)(textColour.b * 255),(Uint8)(textColour.a * 255) };
SDL_Color bg = { (Uint8)(bgColour.r * 255), (Uint8)(bgColour.g * 255), (Uint8)(bgColour.b * 255),255 };
TTF_Font* fontObj = TTF_OpenFont(font, 24);
if (!fontObj)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
"Texture Error",
"Cannot load font to create texture.",
NULL);
return 0;
}
SDL_Surface *image = NULL;
image = TTF_RenderText_Blended(fontObj, text, colour);
if (image == NULL)
{
exit(5);
//exitFatalError("String surface not created.");
std::cout << "String surface not created." << std::endl;
}
unsigned char* pixels = NULL;
GLuint w = image->w;
GLuint h = image->h;
GLuint colours = image->format->BytesPerPixel;
GLuint externalFormat, internalFormat;
SDL_PixelFormat *format = image->format;
if (colours == 4) {
if (image->format->Rmask == 0x000000ff)
externalFormat = GL_RGBA;
else
externalFormat = GL_BGRA;
}
else {
// no alpha
if (image->format->Rmask == 0x000000ff)
externalFormat = GL_RGB;
else
externalFormat = GL_BGR;
}
internalFormat = (colours == 4) ? GL_RGBA : GL_RGB;
GLuint texId = 0;
//GLuint texture;
glGenTextures(1, &texID);
glBindTexture(GL_TEXTURE_2D, texID);
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, internalFormat, w, h, 0, externalFormat, GL_UNSIGNED_BYTE, image->pixels);
//glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, trueW, trueH, 0, externalFormat, GL_UNSIGNED_BYTE, pixels);
glGenerateMipmap(GL_TEXTURE_2D);
//// SDL surface was used to generate the texture but is no longer
//// required. Release it to free memory
SDL_FreeSurface(image);
TTF_CloseFont(fontObj);
return texID;
}
I have a workaround that saves the image to bmp, then reloads it and creates a texture, but only when I use TTF_RenderText_Shaded. If I use TTF_RenderText_Blended, I get an single colour image which corresponds to the text colour.
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, trueH, trueW, 0,format, GL_UNSIGNED_BYTE, pixels);
trueH and trueW order is reversed
memcpy(src + (srcW*i*bpp), dest + (width*i*bpp), srcW*bpp);
Source and destination order reversed.
dest = (unsigned char*)calloc(0, width*height*bpp);
0 elements of size width*height*bpp allocated, which is 0 bytes. Should be 1 instead of 0.
Here is a complete example:
#include <SDL2/SDL.h>
#include <GL/gl.h>
#include <SDL2/SDL_ttf.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
static unsigned char* padTexture(unsigned char * src, int srcW, int srcH, unsigned char * dest, int width, int height, int bpp, const SDL_Palette *palette)
{
int dst_bpp = (bpp == 1) ? 4 : bpp;
dest = (unsigned char*)calloc(1, width*height*dst_bpp);
if(bpp != 1) {
for (int i = 0; i < srcH; i++)
{
memcpy(dest + (width*i*bpp), src + (srcW*i*bpp), srcW*bpp);
}
} else {
/* indexed - read colours from palette */
for(int i = 0; i < srcH; i++) {
for(int j = 0; j < srcW; j++) {
memcpy(dest + (width*i+j)*dst_bpp,
&palette->colors[src[srcW*i+j]], sizeof(SDL_Color));
}
}
}
return dest;
}
static int powerofTwo(int num) {
if (num != 0)
{
num--;
num |= num >> 1; // Divide by 2^k for consecutive doublings of k up to 32,
num |= num >> 2; // and then or the results.
num |= num >> 4;
num |= num >> 8;
num |= num >> 16;
num++;
}
return num;
}
static GLuint textToTexture(const char *text, TTF_Font* font) {
if (!TTF_WasInit()) {
if (TTF_Init() == -1)
exit(6);
}
SDL_Color colour = { 255, 255, 255, 255 };
SDL_Color bg = { 0, 0, 0, 255 };
SDL_Surface *stringImage = NULL;
// stringImage = TTF_RenderText_Blended(font, text, colour);
stringImage = TTF_RenderText_Shaded(font, text, colour, bg);
if (stringImage == NULL) {
exit(5);
}
GLuint trueH = powerofTwo(stringImage->h);
GLuint trueW = powerofTwo(stringImage->w);
unsigned char* pixels = NULL;
GLuint w = stringImage->w;
GLuint h = stringImage->h;
GLuint colours = stringImage->format->BytesPerPixel;
pixels = padTexture((unsigned char*)stringImage->pixels, w, h, pixels, trueW, trueH,
colours, stringImage->format->palette);
GLuint format, internalFormat;
/* If indexed, want resulting image to be 32bit */
if(colours == 1) {
colours = 4;
}
if (colours == 4) {
if (stringImage->format->Rmask == 0x000000ff)
format = GL_RGBA;
else
format = GL_BGRA;
}
else {
// no alpha
if (stringImage->format->Rmask == 0x000000ff)
format = GL_RGB;
else
format = GL_BGR;
}
internalFormat = (colours == 4) ? GL_RGBA : GL_RGB;
GLuint texId = 0;
//GLuint texture;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
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, internalFormat, trueW, trueH, 0,format, GL_UNSIGNED_BYTE, pixels);
// SDL surface was used to generate the texture but is no longer
// required. Release it to free memory
SDL_FreeSurface(stringImage);
free(pixels);
return texId;
}
int main(int argc, char* argv[])
{
SDL_Init(SDL_INIT_VIDEO);
TTF_Init();
SDL_Window *window = SDL_CreateWindow("SDL2 Example", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 600, 400, SDL_WINDOW_OPENGL);
SDL_GLContext gl_ctx = SDL_GL_CreateContext(window);
TTF_Font *font = TTF_OpenFont(".fonts/tahoma.ttf", 16);
if(font) {
printf("font loaded\n");
textToTexture("Select Scenario", font);
TTF_CloseFont(font);
}
int quit = 0;
while(!quit) {
SDL_Event ev;
while(SDL_PollEvent(&ev)) {
if(ev.type == SDL_QUIT || ev.type == SDL_KEYUP) {
quit = 1;
}
}
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0, 1);
glVertex2f(-0.5, -0.5);
glTexCoord2f(0, 0);
glVertex2f(-0.5, 0.5);
glTexCoord2f(1, 0);
glVertex2f(0.5, 0.5);
glTexCoord2f(1, 1);
glVertex2f(0.5, -0.5);
glEnd();
glFlush();
SDL_GL_SwapWindow(window);
}
SDL_GL_DeleteContext(gl_ctx);
SDL_DestroyWindow(window);
TTF_Quit();
SDL_Quit();
return 0;
}

C++ OpenGL Texture not loading

void OGLRectangle::LoadTexture(const char* filename)
{
unsigned int texture;
int width, height;
BYTE * data;
FILE * file;
file = fopen(filename, "rb");
width = 1920;
height = 1080;
data = new BYTE[height * width * 3];
fread(data, width * height * 3, 1, file);
fclose(file);
glGenTextures(1.0, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
tex = texture;
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, 2, width, height,0, GL_RGB, GL_UNSIGNED_BYTE, data);
delete [] data;
}
I have this code to render in an image, the method is called with:
LoadTexture("C:\\Users\Rhys\Documents\Hills.bmp");
The file exists.
Then I'm trying to render it to the openGL window using;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex);
glBegin(GL_QUADS);
glTexCoord2d(0.0, 0.0); glVertex2d(0.0, 0.0);
glTexCoord2d(1.0, 0.0); glVertex2d(100.0, 0.0);
glTexCoord2d(1.0, 1.0); glVertex2d(100.0, 100.0);
glTexCoord2d(0.0, 1.0); glVertex2d(0.0, 100.0);
glEnd();
glDisable(GL_TEXTURE_2D);
However, all I'm getting on screen is a darkish blue box, with no texture rendered in it.
I have searched for tutorials on how to do this, even asked my lecturer and I still cannot seem to find out why its not working.
Any help will be greatly appreciated.
The .bmp files loading must be little different
This code simply loads bmp file to memory m_pcbData without compression and indexed color support.
bool CBMPImage::LoadFromFile(const CString& FileName)
{
BITMAPINFOHEADER BitmapInfo;
ZeroMemory(&BitmapInfo, sizeof(BITMAPINFOHEADER));
BITMAPFILEHEADER BitmapFile;
ZeroMemory(&BitmapFile, sizeof(BITMAPFILEHEADER));
std::ifstream FileStream(FileName, std::ios::binary | std::ios::in);
if (!FileStream.good())
return false;
// Read bitmap file info
FileStream.read(reinterpret_cast<char*>(&BitmapFile), sizeof(BITMAPFILEHEADER));
// Read bitmap info
FileStream.read(reinterpret_cast<char*>(&BitmapInfo), sizeof(BITMAPINFOHEADER));
// Proper bitmap file supports only 1 plane
if (BitmapInfo.biPlanes != 1)
return false;
m_cbAlphaBits = 0;
m_cbRedBits = 0;
m_cbGreenBits = 0;
m_cbBlueBits = 0;
// Retrives bits per pixel info
m_cbBitsPerPel = (BMPbyte)BitmapInfo.biBitCount;
// Width and height of image
m_nWidth = BitmapInfo.biWidth;
m_nHeight = BitmapInfo.biHeight;
// Compute bitmap file size
m_nSize = 4 * ((m_nWidth * m_cbBitsPerPel + 31) / 32) * m_nHeight;
// Less important info
m_nPixelWidthPerMeter = BitmapInfo.biXPelsPerMeter;
m_nPixelHeightPerMeter = BitmapInfo.biYPelsPerMeter;
// Indexes info not important in our case
m_nClrCount = BitmapInfo.biClrUsed;
m_nClrImportant = BitmapInfo.biClrImportant;
// COMPRESSION MUST BE BI_RGB
m_Compression = (BMPCompression)BitmapInfo.biCompression;
delete [] m_pcbData;
m_pcbData = NULL;
// Allocate proper data size
m_pcbData = new BMPbyte[m_nSize];
// Read actual image data, considering offset of file header
FileStream.seekg(BitmapFile.bfOffBits);
FileStream.read(reinterpret_cast<char*>(m_pcbData), m_nSize);
FileStream.close();
return true;
}
than load bmp texture data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, Image.GetWidth(), Image.GetHeight(), 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, (GLvoid*)Image.GetImageData());
GL_BGR_EXT is important because bmp stores image data in reverse byte order.
Secondly you must specify your material color as white because of usage that texture environment GL_TEXTURE_ENV_MODE, GL_MODULATE
And as mentioned #Reto Koradi, you must specify to generate mipmaps before texture image loading using one of these function calls.
glGenerateMipmap(GL_TEXTURE_2D);
or
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
Plus as you used not power of two textures (width = 1920;
height = 1080;) it may not work.
You're setting the attribute to sample with mipmaps:
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
You should only set that if your textures actually has mipmaps. To generate mipmaps, you can call:
glGenerateMipmap(GL_TEXTURE_2D);
after the glTexImage2D() call. Or you can simply set the sampler attribute to not use mipmaps:
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
As has already been pointed out: If your image file is indeed a BMP, and not just a raw image file, your image loading code will also need work.

OpenGL Texturing, no error but grey

Trying to colour terrain points based on texture colour (currently hard coded to vec2(0.5, 0.5) for test purposes - which should be light blue) but all the points are grey. glGetError returns 0 throughout the whole process. I think I might be doing the render process wrong or have a problem with my shaders(?)
Vertex Shader:
void main(){
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
Fragment Shader:
uniform sampler2D myTextureSampler;
void main(){
gl_FragColor = texture2D(myTextureSampler, vec2(0.5, 0.5));
}
Terrain Class:
class Terrain
{
public:
Terrain(GLuint pProgram, char* pHeightmap, char* pTexture){
if(!LoadTerrain(pHeightmap))
{
OutputDebugString("Loading terrain failed.\n");
}
if(!LoadTexture(pTexture))
{
OutputDebugString("Loading terrain texture failed.\n");
}
mProgram = pProgram;
mTextureLocation = glGetUniformLocation(pProgram, "myTextureSampler");
};
~Terrain(){};
void Draw()
{
glEnableClientState(GL_VERTEX_ARRAY); // Uncommenting this causes me to see nothing at all
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
glVertexPointer(3, GL_FLOAT, 0, 0);
glEnable( GL_TEXTURE_2D );
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mBMP);
glProgramUniform1i(mProgram, mTextureLocation, 0);
GLenum a = glGetError();
glPointSize(5.0f);
glDrawArrays(GL_POINTS, 0, mNumberPoints);
a = glGetError();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisable( GL_TEXTURE_2D );
glDisableClientState(GL_VERTEX_ARRAY);
}
private:
GLuint mVBO, mBMP, mUV, mTextureLocation, mProgram;
int mWidth;
int mHeight;
int mNumberPoints;
bool LoadTerrain(char* pFile)
{
/* Definitely no problem here - Vertex data is fine and rendering nice and dandy */
}
// TEXTURES MUST BE POWER OF TWO!!
bool LoadTexture(char *pFile)
{
unsigned char header[54]; // Each BMP file begins by a 54-bytes header
unsigned int dataPos; // Position in the file where the actual data begins
unsigned int width, height;
unsigned int imageSize;
unsigned char * data;
FILE * file = fopen(pFile, "rb");
if(!file)
return false;
if(fread(header, 1, 54, file) != 54)
{
fclose(file);
return false;
}
if ( header[0]!='B' || header[1]!='M' )
{
fclose(file);
return false;
}
// Read ints from the byte array
dataPos = *(int*)&(header[0x0A]);
imageSize = *(int*)&(header[0x22]);
width = *(int*)&(header[0x12]);
height = *(int*)&(header[0x16]);
// Some BMP files are misformatted, guess missing information
if (imageSize==0) imageSize=width*height*3; // 3 : one byte for each Red, Green and Blue component
if (dataPos==0) dataPos=54; // The BMP header is done that way
// Create a buffer
data = new unsigned char [imageSize];
// Read the actual data from the file into the buffer
fread(data,1,imageSize,file);
//Everything is in memory now, the file can be closed
fclose(file);
// Create one OpenGL texture
glGenTextures(1, &mBMP);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, mBMP);
// Give the image to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
delete [] data;
data = 0;
return true;
}
};
Answering own question incase anyone has a similar problem:
I had tested this with multiple images - but it turns out theres a bug in my graphics application of choice; which has been exporting 8-bit Bitmap's even though I explicitally told it to export 24-bit Bitmap's. So basically - reverting back to MS Paint solved my solution. 3 cheers for MS Paint.

Incorrect output texture on quad

I'm trying to display the text in my application using freetype. At first I thought that this built-in function (which would be quite natural for the library intended to draw the text). But there was only a function to display the symbol.Then I decided to take the characters one by one into a texture. But here again I was disappointed: all guides one texture uses a single image (probably glTexSubImage2D can help me?).Now I put a symbol on the texture and texture to opengl element.Here's my code (it's quite messy, but now I'm just trying to understand how it works):
//init:
if (FT_Init_FreeType(&ft)) {
fprintf(stderr, "Could not init freetype library\n");
return 0;
}
if (FT_New_Face(ft, fontfilename, 0, &face)) {
fprintf(stderr, "Could not open font %s\n", fontfilename);
return 0;
}
FT_Set_Pixel_Sizes(face, 0, 48); FT_GlyphSlot g = face->glyph;
and from display():
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1.0 ,1.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();//load identity matrix
std::string s = "QWERTYOG0l ";
for(int i = 0; i < s.size(); i++){
FT_Load_Char( face, s[i], FT_LOAD_RENDER );
FT_GlyphSlot g = face->glyph;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
gluBuild2DMipmaps( GL_TEXTURE_2D,
GL_RED,
g->bitmap.width,
g->bitmap.rows,
GL_RED,
GL_UNSIGNED_BYTE,
g->bitmap.buffer );
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);glVertex3f(0.1f*i-0.1,0.07f,0.0f); //top left
glTexCoord2f(0.0f, 1.0f);glVertex3f(0.1f*i,0.07f,0.0f); //top right
glTexCoord2f(1.0f, 1.0f);glVertex3f(0.1f*i,-0.07f,0.0f); // bottom right
glTexCoord2f(1.0f, 0.0f);glVertex3f(0.1f*i-0.1,-0.07f,0.0f); //bottom left
glEnd();
}
As you can see the "O" and "T" is correct (if I change bottom left and top right corners of texture it will be absolutely correct). But other symbols seems like shifted (for example "E" is shifted at left from top to bottom).
The full code:
#include <math.h>
#include <iostream>
#include <GL/glew.h>
#include <GL/glut.h>
#include <ft2build.h>
#include FT_FREETYPE_H
FT_Library ft;
FT_Face face;
const char *fontfilename = "LucidaTypewriterBold.ttf";
GLuint texture[10];
GLint uniform_mytexture;
int setup() {
if (FT_Init_FreeType(&ft)) {
fprintf(stderr, "Could not init freetype library\n");
return 0;
}
if (FT_New_Face(ft, fontfilename, 0, &face)) {
fprintf(stderr, "Could not open font %s\n", fontfilename);
return 0;
}
FT_Set_Pixel_Sizes(face, 0, 48);
FT_Load_Char( face, 'O', FT_LOAD_RENDER );
FT_GlyphSlot g = face->glyph;
glGenTextures(1, &texture[0]); // Create The Texture
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, g->bitmap.width, g->bitmap.rows, GL_RED, GL_UNSIGNED_BYTE, g->bitmap.buffer);
return 1;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1.0 ,1.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();//load identity matrix
std::string s = "QWERTYOG0l ";
for(int i = 0; i < s.size(); i++){
FT_Load_Char( face, s[i], FT_LOAD_RENDER );
FT_GlyphSlot g = face->glyph;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
gluBuild2DMipmaps( GL_TEXTURE_2D,
GL_RED,
g->bitmap.width,
g->bitmap.rows,
GL_RED,
GL_UNSIGNED_BYTE,
g->bitmap.buffer );
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);glVertex3f(0.1f*i-0.1,0.07f,0.0f); //top left
glTexCoord2f(0.0f, 1.0f);glVertex3f(0.1f*i,0.07f,0.0f); //top right
glTexCoord2f(1.0f, 1.0f);glVertex3f(0.1f*i,-0.07f,0.0f); // bottom right
glTexCoord2f(1.0f, 0.0f);glVertex3f(0.1f*i-0.1,-0.07f,0.0f); //bottom left
glEnd();
}
//glActiveTexture(GL_TEXTURE0);
//glBindTexture(GL_TEXTURE_2D, texture[0]); // Select Our Texture
// glUniform1i(uniform_mytexture, /*GL_TEXTURE*/0);
glutPostRedisplay();
glutSwapBuffers();
}
void TimerFunction(int value)
{
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(800,600);
glutCreateWindow("Hello World");
//glutTimerFunc(30, TimerFunction, 1);
glewInit();
glEnable (GL_TEXTURE_2D);
setup();
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
I have been looking into this for a bit, and while this answer is possibly incomplete, maybe it can help you figure it out.
Preliminary Note
Before I get to what I have found, I need to point out a problem with your texture coordinates. You have this:
glTexCoord2f(0.0f, 0.0f);glVertex3f(0.1f*i-0.1,0.07f,0.0f); //top left
glTexCoord2f(0.0f, 1.0f);glVertex3f(0.1f*i,0.07f,0.0f); //top right
glTexCoord2f(1.0f, 1.0f);glVertex3f(0.1f*i,-0.07f,0.0f); // bottom right
glTexCoord2f(1.0f, 0.0f);glVertex3f(0.1f*i-0.1,-0.07f,0.0f); //bottom left
when it should look like this:
glTexCoord2f(0.0f, 0.0f);glVertex3f(0.1f*i-0.1,0.07f,0.0f); //top left
glTexCoord2f(1.0f, 0.0f);glVertex3f(0.1f*i,0.07f,0.0f); //top right
glTexCoord2f(1.0f, 1.0f);glVertex3f(0.1f*i,-0.07f,0.0f); // bottom right
glTexCoord2f(0.0f, 1.0f);glVertex3f(0.1f*i-0.1,-0.07f,0.0f); //bottom left
note how the top left corresponds to 0, 0 in texture coordinates, and 1, 1 corresponds to the bottom right. This is because (kind of guessing here) freetype puts treats the top left as its origin.
The Stuff That May Help
Freetype will not generate a bitmap whose dimensions are necessarily power-of-two, which is often required for mipmapping (see: https://gamedev.stackexchange.com/a/7929 ).
So if you want to test this (note: do not actually use this in your code; this is only for illustration) you can replace your gluBuild2DMipmaps call in display with the following (be sure to #include <cstring>:
int pitch = g->bitmap.pitch;
if (pitch < 0) {
pitch = -pitch;
}
unsigned char data[4096] = {0};
for (int row = 0; row < g->bitmap.rows; ++row) {
std::memcpy(data + 64 * row, g->bitmap.buffer + pitch * row, pitch);
}
gluBuild2DMipmaps(
GL_TEXTURE_2D,
GL_RGBA,
64,
64,
GL_RED,
GL_UNSIGNED_BYTE,
data
);
What it does is copy the bitmap buffer to the upper left corner of a different 64x64-byte buffer, and then builds the mipmaps from that. This is the result:
Further Notes
My illustration code is bad because it copies the bitmap data for each glyph every redraw, and it does not take into account the actual size of the bitmap buffer, or if pitch is greater than 64. You also probably do not want to be (re)generating your mipmaps every redraw, either, but if you are just trying to learn how to get words into OpenGL do not worry about it :)
Edit: I had to use a different font than you because I do not have yours.
As tecu said, the correct solution is using textures with power of two size.
Also before that answer i found another solution:
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); before gluBuild2DMipmaps. But here you get more problems like gray border around texture.
For those who are asking similar goals I want to share my experience:
Make black on a transparent background:
GLfloat swizzleMask[] = { 0,0,0, GL_RED};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
UPD there is a more simple and obvious solution withput using an OpenGL extension.
gluBuild2DMipmaps( GL_TEXTURE_2D,
GL_ALPHA,
g->bitmap.width,
g->bitmap.rows,
GL_RGBA,
GL_UNSIGNED_BYTE,
g->bitmap.buffer )
Connect all the letters in a single texture
I think that this is better for perfomance, but not sure that I change the right way.
if(text[i] == ' ') left += 20; else
for (int row = 0; row < g->bitmap.rows; ++row) {
std::memcpy(data + left + 64*(strSize*(row + 64 - g->bitmap_top))
, g->bitmap.buffer + pitch * row, pitch);
}
left += g->advance.x >> 6;
It will better if you calculate width and height (and round to power of two) before connecting in data array.
If you want kerning you should write its own slower implementation of memcpy, where you will add (not fully change) the value and check exceeding of UCHAR_MAX.
My final result:

Open GL texturing , texture coordinates are incorrect to what is rendered

I'm rendering a scene using opengl with textures loaded using some sample code and the FreeImage API.
Here is a link to what i'm seeing
[Image Removed]
I can confirm that all texture coordinates are provided to glTexCoord2f between 0.0f and 1.0f as required along with the vertex coordinates.
Each of the rendered triangles appears to have the full texture pasted across it (and repeated) not the area of the texture specified by the coordinates.
The texture is 1024x1024.
This is the function for loading the texture
bool loadImageToTexture(const char* image_path, unsigned int &handle)
{
if(!image_path)
return false;
FREE_IMAGE_FORMAT fif = FIF_UNKNOWN;
FIBITMAP* dib(0);
BYTE* bits(0);
unsigned int width(0), height(0);
//open the file
fif = FreeImage_GetFileType(image_path, 0);
if(fif == FIF_UNKNOWN)
fif = FreeImage_GetFIFFromFilename(image_path);
if(fif == FIF_UNKNOWN)
return false;
if(FreeImage_FIFSupportsReading(fif))
dib = FreeImage_Load(fif, image_path);
if(!dib)
return false;
//is the file of the correct type
FREE_IMAGE_COLOR_TYPE type = FreeImage_GetColorType(dib);
if(FIC_RGBALPHA != type)
{
//convert to type
FIBITMAP* ndib = FreeImage_ConvertTo32Bits(dib);
dib = ndib;
}
//get data for glTexImage2D
bits = FreeImage_GetBits(dib);
width = FreeImage_GetWidth(dib);
height = FreeImage_GetHeight(dib);
if((bits == 0) || (width == 0) || (height == 0))
return false;
//create the texture in open gl
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D, handle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glPixelStorei(GL_TEXTURE_2D, 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height,
0, GL_RGBA, GL_UNSIGNED_BYTE, bits);
//unload the image now loaded
FreeImage_Unload(dib);
return true;
}
These are the functions for rendering
inline void glTexture(float textureSize, float t, float u)
{
glTexCoord2f(u/textureSize, (textureSize - t)/textureSize);
}
void processTriangle(const btVector3* triangle, const textureCoord* tc, const btVector3& normal,
const int partId, const int triangleIndex, const bool wireframe)
{
if(wireframe)
{
glBegin(GL_LINES);
glColor3f(1, 0, 0);
glVertex3d(triangle[0].getX(), triangle[0].getY(), triangle[0].getZ());
glVertex3d(triangle[1].getX(), triangle[1].getY(), triangle[1].getZ());
glColor3f(0, 1, 0);
glVertex3d(triangle[2].getX(), triangle[2].getY(), triangle[2].getZ());
glVertex3d(triangle[1].getX(), triangle[1].getY(), triangle[1].getZ());
glColor3f(0, 0, 1);
glVertex3d(triangle[2].getX(), triangle[2].getY(), triangle[2].getZ());
glVertex3d(triangle[0].getX(), triangle[0].getY(), triangle[0].getZ());
glEnd();
}
else
{
glBegin(GL_TRIANGLES);
glColor3f(1, 1, 1);
//Normals are per triangle
glNormal3f(normal.getX(), normal.getY(), normal.getZ());
glTexture(1024.0f, tc[0].t, tc[0].u);
glVertex3d(triangle[0].getX(), triangle[0].getY(), triangle[0].getZ());
glTexture(1024.0f, tc[1].t, tc[1].u);
glVertex3d(triangle[1].getX(), triangle[1].getY(), triangle[1].getZ());
glTexture(1024.0f, tc[2].t, tc[2].u);
glVertex3d(triangle[2].getX(), triangle[2].getY(), triangle[2].getZ());
glEnd();
}
}
void processAllTriangles(const btVector3& worldBoundsMin, const btVector3& worldBoundsMax)
{
btVector3 triangle[3];
textureCoord tc[3];
//go through the index list build triangles and draw them
unsigned int k = 0;
for(unsigned int i = 0; i<dVertices.size(); i+=3, k++)
{
//first vertex
triangle[0] = dVertices[i];
tc[0] = dTexCoords[i];
//second vertex
triangle[1] = dVertices[i+1];
tc[1] = dTexCoords[i+1];
//third vertex
triangle[2] = dVertices[i+2];
tc[2] = dTexCoords[i+2];
processTriangle(triangle, tc, dNormals[k], 0, 0, false);
}
}
//draw the world given the players position
void render(btScalar* m, const btCollisionShape* shape, const btVector3& color, int debugMode,
const btVector3& worldBoundsMin, const btVector3& worldBoundsMax)
{
//render the world using the generated OpenGL lists
//enable and specify pointers to vertex arrays
glPushMatrix();
glMultMatrixf(m);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, m_texturehandle);
processAllTriangles(worldBoundsMin, worldBoundsMax);
glPopMatrix();
}
I'm working in a larger code base and texturing is being done differently in different areas mean state from those other textured objects was not being disabled.
Before per vertex texturing is done make sure to turn off other varieties of texturing.
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);