Stemming from this question of mine: I'm seeing artifacts when I attempt to rotate an image
In the source code there, I am loading a TIF because I can't for the life of me get any other image format to load the transparency parts correctly. I've tried PNG, GIF, & TGA. I'd would like to be able to load PNGs. I hope the source code given in the question above will be enough, if not, then let me know.
For a better description of what happens when I attempt to load some other format -- One of the images I was attempting was a 128*128 orange triangle. Depending on the format, it would either make the entire 128*128 square orange, or make the transparent parts of the image white.
Make sure that you have alpha blending enabled with
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
otherwise primitives will draw solid colors where there should be transparency.
You may need a different blendfunc. This is a common setup.
OK, I'm new at OpenGL + SDL but here is what I have.. Loads all? formats SDL_image supports except I can't get .xcf to work and don't have a .lbm to test with.
//called earlier..
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//load texture
SDL_Surface* tex = IMG_Load(file.c_str());
if (tex == 0) {
std::cout << "Could not load " << file << std::endl;
return false;
}
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
//nearest works but linear is best when scaled?
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
width = tex->w;
height = tex->h;
//IMG_is* doesn't seem to work right, esp for TGA, so use extension instead..
std::string ext = file.substr(file.length() - 4);
bool isBMP = (ext.compare(".bmp") == 0) || (ext.compare(".BMP") == 0);
bool isPNG = (ext.compare(".png") == 0) || (ext.compare(".PNG") == 0);
bool isTGA = (ext.compare(".tga") == 0) || (ext.compare(".TGA") == 0);
bool isTIF = ((ext.compare(".tif") == 0) || (ext.compare(".TIF") == 0) ||
(ext.compare("tiff") == 0) || (ext.compare("TIFF") == 0));
//default is RGBA but bmp and tga use BGR/A
GLenum format = GL_RGBA;
if(isBMP || isTGA)
format = (tex->format->BytesPerPixel == 4 ? GL_BGRA : GL_BGR);
//every image except png and bmp need to be converted
if (!(isPNG || isBMP || isTGA || isTIF)) {
SDL_Surface* fixedSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32, 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
SDL_BlitSurface(tex, 0, fixedSurface, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, format, GL_UNSIGNED_BYTE, fixedSurface->pixels);
SDL_FreeSurface(fixedSurface);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, format, GL_UNSIGNED_BYTE, tex->pixels);
}
SDL_FreeSurface(tex);
list = glGenLists(1);
glNewList(list, GL_COMPILE);
GLint vertices[] = {
0,0, 0,0,
0,1, 0,height,
1,1, width,height,
1,0, width,0
};
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, texture);
glTexCoordPointer(2, GL_INT, 4*sizeof(GLint), &vertices[0]);
glVertexPointer(2, GL_INT, 4*sizeof(GLint), &vertices[2]);
glDrawArrays(GL_POLYGON, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEndList();
And then to draw I set the color to opaque white (doesn't affect transparency?) then just call the list..
glColor4f(1,1,1,1);
glCallList(list);
And of course, any help for my code would be much appreciated too! :)
I'm not familiar with SDL, but since it's SDL that loading the image, I would look closer at their docs. I use .png in my own work along with OpenGL, and transparency works with no problem. (I use a .png parser called LightZPng.)
Also, I just noticed your linked post has:
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
instead of:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
This would have the affect of adding the pixels that should be transparent to whatever is in the background (assuming the alpha is 0 in those texels).
Related
I noticed a big problem in my openGL texture rendering:
Assumedly transparent pixels are rendered as solid white. According to most solutions to similar issues discussed on StackOverflow, I need to set glBlend / the proper functions, but I have already set the necessary gl state and am positive that textures are loaded correctly as far as I can tell. My texture load function is below:
GLboolean GL_texture_load(Texture* texture_id, const char* const path, const GLboolean alpha, const GLint param_edge_x, const GLint param_edge_y)
{
// load image
SDL_Surface* img = nullptr;
if (!(img = IMG_Load(path))) {
fprintf(stderr, "SDL_image could not be loaded %s, SDL_image Error: %s\n",
path, IMG_GetError());
return GL_FALSE;
}
glBindTexture(GL_TEXTURE_2D, *texture_id);
// image assignment
GLuint format = (alpha) ? GL_RGBA : GL_RGB;
glTexImage2D(GL_TEXTURE_2D, 0, format, img->w, img->h, 0, format, GL_UNSIGNED_BYTE, img->pixels);
// wrapping behavior
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, param_edge_x);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, param_edge_y);
// texture filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
// free the surface
SDL_FreeSurface(img);
return GL_TRUE;
}
I use Adobe Photoshop to export "for the web" 24-bit + transparency .png files -- 72 pixels/inch, 6400 x 720. I am not sure how to set the color mode (8, 16, 32), but this might have something to do with the issue. I also use the default sRGB color profile, but I thought to remove the color profile at one point. This didn't do anything.
No matter what, a png exported from Photoshop displays as solid white over transparent pixels.
If I create an image in e.g. Gimp, I have correct transparency. Importing the Adobe .psd or .png does not seem to work, and in any case I prefer to use Photoshop for editing purposes.
Has anyone experienced this issue? I imagine that Photoshop must add some strange metadata or I am not using the correct color modes--or both.
(I am concerned that this goes beyond the scope of Stack Overflow, but my issue intersects image editing and programming. Regardless, please let me know if this is not the right place.)
EDIT:
In both Photoshop and Gimp I created a test case-- 8 pixels (red, green, transparent, blue) clockwise.
In Photoshop, the transparent square is read as 1, 1, 1, 0 and displays as white.
In Gimp, the transparent square is 0, 0, 0, 0.
I also checked my fragment shader to see whether transparency works at all. Varying the alpha over time does increase transparency, so the alpha isn't outright ignored. For some reason 1, 1, 1, 0 counts as solid.
In addition, setting the background color to black with glClearColor seems to prevent the alpha from increasing transparency.
I don't know how to explain some of these behaviors, but something seems off. 0 alpha should be the same regardless of color, shouldn't it?
(Note that I render a few shapes on top of each other, but I've tried just rendering one for testing purposes.)
The best I can do is post more of my setup code (with bits omitted):
// vertex array and buffers setup
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
// I think that the blend function may be wrong (GL_ONE that is).
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDepthRange(0, 1);
glDepthFunc(GL_LEQUAL);
Texture tex0;
// same function as above, but generates one texture id for me
if (GL_texture_gen_and_load_1(&tex0, "./textures/sq2.png", GL_TRUE, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE) == GL_FALSE) {
return EXIT_FAILURE;
}
glUseProgram(shader_2d);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex0);
glUniform1i(glGetUniformLocation(shader_2d, "tex0"), 0);
bool active = true;
while (active) {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// uniforms, game logic, etc.
glDrawElements(GL_TRIANGLES, tri_data.i_count, GL_UNSIGNED_INT, (void*)0);
}
I don't know how to explain some of these behaviors, but something seems off. 0 alpha should be the same regardless of color, shouldn't it?
If you want to get an identical result for an alpha channel of 0.0, independent on the red, green and blue channels, the you have to change the blend function. See glBlendFunc.
Use:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
This cause tha the the red, green and blue channel are multiplied by the alpha channel.
If the alpha channel is 0.0, the resulting RGB color is (0, 0, 0).
If the alpha channel is 1.0, the RGB color channels keep unchanged.
See further Alpha Compositing, OpenGL Blending and Premultiplied Alpha
I can't find my mistake, why text has not been created? When using texture instead of text I get nothing or black background with colored points, please help
GLuint texture;
SDL_Surface *text = NULL;
TTF_Font *font = NULL;
SDL_Color color = {0, 0, 0};
font = TTF_OpenFont("../test.ttf", 20);
text = TTF_RenderText_Solid(font, "Hello, SDL !!!", color);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, text->w, text->h, 0, GL_RGB, GL_UNSIGNED_BYTE, text->pixels);
SDL_FreeSurface(text);
One thing you could add is to specify texture filters, e.g.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
Few things you have to check first
is the font loaded properly? check if "font == NULL", maybe your
font path is wrong
is the shader (if you use a shader) setup properly?
My guess is that you set the wrong pixel format type in glTexImage2D cause random color dots apear on your texture
Below is my code that load image via SDL_image for OpenGL use, I think it would be a good start to figure out what step you missed or forgot.
BTW, this code is not perfect. The types of pixel format is more than four (like index color) and I only handle some of them.
/*
* object_, originalWidth_ and originalHeight_ are private variables in
* this class, don't panic.
*/
void
Texture::Load(string filePath, GLint minMagFilter, GLint wrapMode)
{
SDL_Surface* image;
GLenum textureFormat;
GLint bpp; //Byte Per Pixel
/* Load image file */
image = IMG_Load(filePath.c_str());
if (image == nullptr) {
string msg("IMG error: ");
msg += IMG_GetError();
throw runtime_error(msg.c_str());
}
/* Find out pixel format type */
bpp = image->format->BytesPerPixel;
if (bpp == 4) {
if (image->format->Rmask == 0x000000ff)
textureFormat = GL_RGBA;
else
textureFormat = GL_BGRA;
} else if (bpp == 3) {
if (image->format->Rmask == 0x000000ff)
textureFormat = GL_RGB;
else
textureFormat = GL_BGR;
} else {
string msg("IMG error: Unknow pixel format, bpp = ");
msg += bpp;
throw runtime_error(msg.c_str());
}
/* Store widht and height */
originalWidth_ = image->w;
originalHeight_ = image->h;
/* Make OpenGL texture */
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &object_);
glBindTexture(GL_TEXTURE_2D, object_);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minMagFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, minMagFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(
GL_TEXTURE_2D, // texture type
0, // level
bpp, // internal format
image->w, // width
image->h, // height
0, // border
textureFormat, // format(in this texture?)
GL_UNSIGNED_BYTE, // data type
image->pixels // pointer to data
);
/* Clean these mess up */
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
SDL_FreeSurface(image);
}
For more information, you should check out SDL wiki or deep into it's source code to fully understand the architecture of SDL_Surface.
I am using stb_image to load a 32-bit PNG file (RGBA) and I am creating an OpenGL texture with it.
It works fine for 24-bit PNG files (with no alpha channel), but when I use a 32-bit PNG file, something goes wrong.
This is what the texture should look like:
And this is what it looks like when rendered with OpenGL (the black parts are meant to be transparent, and are when I enable blending):
This is how I load the texture:
int w;
int h;
int comp;
unsigned char* image = stbi_load(filename.c_str(), &w, &h, &comp, STBI_rgb);
if(image == nullptr)
throw(std::string("Failed to load texture"));
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if(comp == 3)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
else if(comp == 4)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(image);
And these are the window parameters (using SDL)
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
What is happening?
Your actual bug is that you use comp to determine your format (GL_RBA/GL_RGBA) parameter to glTexImage2D. This happens because when you load an image using stbi_load, the value returned in comp will always match the source image, not the image data returned.
More specifically, your bug is that you use STBI_rgb, causing stbi_load to return 3 byte pixels, but then you load it with glTexImage2D as 4 byte pixels with GL_RGBA because comp is 4 when you load a 32 bit image.
You must set the format in your call to glTexImage2D to GL_RGB if you use STBI_rgb and to GL_RGBA if you use STBI_rgb_alpha.
Bonus to other readers
Are you having a similar problem and the above still doesn't help? Then your image data might not have rows on the alignment OpenGL expects. Try glPixelStorei(GL_UNPACK_ALIGNMENT, 1); before you call glTexImage2D. See https://www.khronos.org/opengl/wiki/Pixel_Transfer#Pixel_layout for more information.
Changing the STBI_rgb to STBI_rgb_alpha in the stbi_load function call fixed it.
Probably best not to specify RGB when its RGBA :D
I am drawing a polygon with texture on it as part of the HUD in my OpenGL program.
//Change the projection so that it is suitable for drawing HUD
glMatrixMode(GL_PROJECTION); //Change the projection
glLoadIdentity();
glOrtho(0, 800, 800, 0, -1, 1); //2D Mode
glMatrixMode(GL_MODELVIEW); //Back to modeling
glLoadIdentity();
//Draw the polygon with the texture on it
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 1.0); glVertex3f(250.0, 680, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(570.0, 680, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(570.0, 800, 0.0);
glTexCoord2f(0.0, 0.0); glVertex3f(250.0, 800, 0.0);
glEnd();
//Change the projection back to how it was before
glMatrixMode(GL_PROJECTION); //Change the projection
glLoadIdentity();
gluPerspective(45.0, ((GLfloat)800) / GLfloat(800), 1.0, 200.0); //3D Mode
glMatrixMode(GL_MODELVIEW); //Back to modeling
glLoadIdentity();
The problem is that I can't get the "box" around the image to blend with the background. I opened the image (.bmp) in Photoshop and deleted the pixels around the image that I want displayed, but it still draws the whole rectangular image. It colors the pixels that I deleted with the last color that I used with glColor3f(), and I can get the whole image to become transparent, but I only want the pixels that I deleted in Photoshop to be transparent.
Any suggestions?
Properties that I am using for the textures:
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, TextureList[i]->getSizeX(), TextureList[i]->getSizeY(), GL_RGB, GL_UNSIGNED_BYTE, TextureList[i]->getData());
Here's an image of my program. I'm trying to get the white box to disappear, but as I decrease the alpha with glColor4f(), the whole image fades instead of just the white box.
img607.imageshack.us/img607/51/ogly.png
Code that loads a texture from file:
texture::texture(string filename)
{
// Routine to read a bitmap file.
// Works only for uncompressed bmp files of 24-bit color.
// Both width and height must be powers of 2.
unsigned int size, offset, headerSize;
// Read input file name.
ifstream infile(filename.c_str(), ios::binary);
// Get the starting point of the image data.
infile.seekg(10);
infile.read((char *) &offset, 4);
// Get the header size of the bitmap.
infile.read((char *) &headerSize,4);
// Get width and height values in the bitmap header.
infile.seekg(18);
infile.read( (char *) &sizeX, 4);
infile.read( (char *) &sizeY, 4);
// Allocate buffer for the image.
size = sizeX * sizeY * 24;
data = new unsigned char[size];
// Read bitmap data.
infile.seekg(offset);
infile.read((char *) data , size);
// Reverse color from bgr to rgb.
int temp;
for (unsigned int i = 0; i < size; i += 3)
{
temp = data[i];
data[i] = data[i+2];
data[i+2] = temp;
}
}
I don't see a glEnable(GL_BLEND) or a glBlendFunc in your code. Are you doing this?
Also, do you have an alpha channel in your image?
EDIT: You're loading the texture with the format GL_RGB, you're telling OpenGL there is no alpha on this texture.
You need to make an image with alpha transparency. Look here for a GIMP tutorial or here for a Photoshop tutorial.
Now load the texture indicating the correct image formats. There are MANY tutorials for "opengl alpha blending" on the internet - here is a C++ and SDL video tutorial.
Hope this helps!
If I understand correctly, you want transparency to work with your textures, yes?
If so, change
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, TextureList[i]->getSizeX(), TextureList[i]->getSizeY(), GL_RGB, GL_UNSIGNED_BYTE, TextureList[i]->getData());
to
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, TextureList[i]->getSizeX(), TextureList[i]->getSizeY(), GL_RGBA, GL_UNSIGNED_BYTE, TextureList[i]->getData());
To allow for an alpha channel, and turn on blending with:
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
UPDATE
As far as I know, BMPs don't support transparency (they can, ananthonline corrected me in the comments, but your application must support this) you should try one of the following formats if your imag editor does not support BMPs with alpha:
PNG
TIFF (recent variations)
TARGA
To use the transparency channel (alpha channel) you need both to generate the BMP file with this channel (Photoshop does this if you ask him to), and specify the correct format when generating the mipmaps and sending the image to the video card.
This way, the image will have the needed transparency info and the OpenGl driver will know that the image has this info.
I've been attempting to render text onto an openGL window using SDL and the SDL_TTF library on windows XP, VS2010.
Versions:
SDL version 1.2.14
SDL TTF devel 1.2.10
openGL (version is at least 2-3 years old).
I have successfully created an openGL window using SDL / SDL_image and can render lines / polygons onto it with no problems.
However, moving onto text it appears that there is some flaw in my current program, I am getting the following result when trying this code here
for those not willing to pastebin here are only the crutial code segments:
void drawText(char * text) {
glLoadIdentity();
SDL_Color clrFg = {0,0,255,0}; // set colour to blue (or 'red' for BGRA)
SDL_Surface *sText = TTF_RenderUTF8_Blended( fntCourier, text, clrFg );
GLuint * texture = create_texture(sText);
glBindTexture(GL_TEXTURE_2D, *texture);
// draw a polygon and map the texture to it, may be the source of error
glBegin(GL_QUADS); {
glTexCoord2i(0, 0); glVertex3f(0, 0, 0);
glTexCoord2i(1, 0); glVertex3f(0 + sText->w, 0, 0);
glTexCoord2i(1, 1); glVertex3f(0 + sText->w, 0 + sText->h, 0);
glTexCoord2i(0, 1); glVertex3f(0, 0 + sText->h, 0);
} glEnd();
// free the surface and texture, removing this code has no effect
SDL_FreeSurface( sText );
glDeleteTextures( 1, texture );
}
segment 2:
// create GLTexture out of SDL_Surface
GLuint * create_texture(SDL_Surface *surface) {
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
// The SDL_Surface appears to have BGR_A formatting, however this ends up with a
// white rectangle no matter which colour i set in the previous code.
int Mode = GL_RGB;
if(surface->format->BytesPerPixel == 4) {
Mode = GL_RGBA;
}
glTexImage2D(GL_TEXTURE_2D, 0, Mode, surface->w, surface->h, 0, Mode,
GL_UNSIGNED_BYTE, surface->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return &texture;
}
Is there an obvious bit of code I am missing?
Thank you for any help on this subject.
I've been trying to learn openGL and SDL for 3 days now, so please forgive any misinformation on my part.
EDIT:
I notice that using
TTF_RenderUTF8_Shaded
TTF_RenderUTF8_Solid
Throw a null pointer exception, meaning that there is an error within the actual text rendering function (I suspect), I do not know how this means TTF_RenderUTF8_Blended returns a red square but I suspect all troubles hinge on this.
I think the problem is in the glEnable(GL_TEXTURE_2D) and glDisable(GL_TEXTURE_2D) functions which must be called every time the text is painted on the screen.And maybe also the color conversion between the SDL and GL surface is not right.
I have combined create_texture and drawText into a single function that displays the text properly. That's the code:
void drawText(char * text, TTF_Font* tmpfont) {
SDL_Rect area;
SDL_Color clrFg = {0,0,255,0};
SDL_Surface *sText = SDL_DisplayFormatAlpha(TTF_RenderUTF8_Blended( tmpfont, text, clrFg ));
area.x = 0;area.y = 0;area.w = sText->w;area.h = sText->h;
SDL_Surface* temp = SDL_CreateRGBSurface(SDL_HWSURFACE|SDL_SRCALPHA,sText->w,sText->h,32,0x000000ff,0x0000ff00,0x00ff0000,0x000000ff);
SDL_BlitSurface(sText, &area, temp, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, sText->w, sText->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp->pixels);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS); {
glTexCoord2d(0, 0); glVertex3f(0, 0, 0);
glTexCoord2d(1, 0); glVertex3f(0 + sText->w, 0, 0);
glTexCoord2d(1, 1); glVertex3f(0 + sText->w, 0 + sText->h, 0);
glTexCoord2d(0, 1); glVertex3f(0, 0 + sText->h, 0);
} glEnd();
glDisable(GL_TEXTURE_2D);
SDL_FreeSurface( sText );
SDL_FreeSurface( temp );
}
screenshot
I'm initializing OpenGL as follows:
int Init(){
glClearColor( 0.1, 0.2, 0.2, 1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho( 0, 600, 300, 0, -1, 1 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if( glGetError() != GL_NO_ERROR ){
return false;
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_ALPHA);
}
I think you should just add glEnable(GL_BLEND), because the code for the text surface says TTF_RenderUTF8_Blended( fntCourier, text, clrFg ) and you have to enable the blending abilities of opengl.
EDIT
Okay, I finally took the time to put your code through a compiler. Most importantly, compiler with -Werror so that warning turn into errors
GLuint * create_texture(SDL_Surface *surface) {
GLuint texture = 0;
/*...*/
return &texture;
}
I didn't see it first, because that's something like C coder's 101 and is quite unexpected: You must not return pointers to local variables!. Once the functions goes out of scope the pointer returned will point to nonsense only. Why do you return a pointer at all? Just return a integer:
GLuint create_texture(SDL_Surface *surface) {
GLuint texture = 0;
/*...*/
return texture;
}
Because of this you're also not going to delete the texture afterward. You upload it to OpenGL, but then loose the reference to it.
Your code misses a glEnable(GL_TEXTURE_2D) that's why you can't see any effects of texture. However your use of textures is suboptimal. They way you did it, you recreate a whole new texture each time you're about to draw that text. If that happens in a animation loop, you'll
run out of texture memory rather soon
slow it down significantly
(1) can be addressed by not generating a new texture name each redraw
(2) can be addresses by uploading new texture data only when the text changes and by not using glTexImage2D, but glTexSubImage2D (of course, if the dimensions of the texture change, it must be glTexImage2D).
EDIT, found another possible issue, but first fix your pointer issue.
You should make sure, that you're using GL_REPLACE or GL_MODULATE texture environment mode. If using GL_DECAL or GL_BLEND you end up with red text on a red quad.
There was leaking memory of of the function in my previous post and the program was crashing after some time...
I improved this by separating the texture loading and displaying:
The first function must be called before the SDL loop.It loads text string into memory:
Every string loaded must have different txtNum parameter
GLuint texture[100];
SDL_Rect area[100];
void Load_string(char * text, SDL_Color clr, int txtNum, const char* file, int ptsize){
TTF_Font* tmpfont;
tmpfont = TTF_OpenFont(file, ptsize);
SDL_Surface *sText = SDL_DisplayFormatAlpha(TTF_RenderUTF8_Solid( tmpfont, text, clr ));
area[txtNum].x = 0;area[txtNum].y = 0;area[txtNum].w = sText->w;area[txtNum].h = sText->h;
glGenTextures(1, &texture[txtNum]);
glBindTexture(GL_TEXTURE_2D, texture[txtNum]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, sText->w, sText->h, 0, GL_BGRA, GL_UNSIGNED_BYTE, sText->pixels);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
SDL_FreeSurface( sText );
TTF_CloseFont(tmpfont);
}
The second one displays the string, must be called in the SDL loop:
void drawText(float coords[3], int txtNum) {
glBindTexture(GL_TEXTURE_2D, texture[txtNum]);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS); {
glTexCoord2f(0, 0); glVertex3f(coords[0], coords[1], coords[2]);
glTexCoord2f(1, 0); glVertex3f(coords[0] + area[txtNum].w, coords[1], coords[2]);
glTexCoord2f(1, 1); glVertex3f(coords[0] + area[txtNum].w, coords[1] + area[txtNum].h, coords[2]);
glTexCoord2f(0, 1); glVertex3f(coords[0], coords[1] + area[txtNum].h, coords[2]);
} glEnd();
glDisable(GL_TEXTURE_2D);
}