Reputation:
I'm using the following piece of code to display a raw image file, but it displays nothing:
GLuint texture;
GLuint LoadTexture( const char * filename, int width, int height);
void FreeTexture(GLuint texture);
void display()
{
glClear (GL_COLOR_BUFFER_BIT);
glBindTexture( GL_TEXTURE_2D, texture );
glBegin (GL_QUADS); //begin drawing our quads
glTexCoord2d(0.0, 0.0);
glVertex3f(0.0, 0.0, 0.0); //with our vertices we have to assign a texcoord
glTexCoord2d(1.0, 0.0);
glVertex3f(1.0, 0.0, 0.0); //so that our texture has some points to draw to
glTexCoord2d(1.0, 1.0);
glVertex3f(1.0, 1.0, 0.0);
glTexCoord2d(0.0, 1.0);
glVertex3f(0.0, 1.0, 0.0);
glEnd();
glPopMatrix();
glFlush();
}
void init()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, 640, 0, 480);
glEnable( GL_TEXTURE_2D );
}
int main(int argc, char **argv)
{
glutInit (&argc, argv);
glutInitDisplayMode (GLUT_SINGLE);
glutInitWindowSize (640, 480);
glutInitWindowPosition (100, 100);
glutCreateWindow ("A basic OpenGL Window");
glutDisplayFunc (display);
init();
texture = LoadTexture("texture.raw", 256, 256);
glutMainLoop ();
FreeTexture(texture);
return 0;
}
All I get as an output is an empty screen. What could be wrong?
Upvotes: 1
Views: 1694
Reputation: 35943
After your gluOrtho2d call your view will map from 0,0 to 640,480. You're drawing a quad with values from 0,0 to 1,1, which will be the size of a single pixel on the screen in the bottom left.
Either use the full screen (glVertex(640,480);
) , or use gluOrtho2d to specify a 1x1 viewport (gluOrtho2d(0,1,0,1);
)
Upvotes: 2