Reputation: 41
I am trying to write a "BMP player". My main objective is to do it fast! I need to get to 60fps. I am loading all images to memory and then using glTexImage2D to switch the texture content.
when I use the command:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, g_width, g_height, 0, GL_RGB, GL_UNSIGNED_BYTE, currentlyPlatedFrame->data);
the movie works fine (60fps) on low resolutions (720p and lower) but it has a very low frame rate on HD or higher (I need to get to 1600p).
I did some search online and found that GL_TEXTURE_2D works on square textures with power of 2, which means that when playing 1920x1080 I am actually playing 2048x2048 (a squer with the next power of 2 after 1280) and to make my program faster I need to use GL_TEXTURE_RECTANGLE.
my problem is that when I change all the GL_TEXTURE_2D in my code to GL_TEXTURE_RECTANGLE my player shows only the first pixel on the entire screen.
is there something else that I need to change when switching from 2D to RECTANGLE? can anyone see what I'm doing wrong? or if you have an idea on how to use GL_TEXTURE_2D but do it faster it would help me a lot.
i'm working on win7 and VS2010
my code (the relevant part):
#include <glew.h>
#include <glfw.h>
glfwInit();
glEnable(GL_DEPTH_TEST);
glEnable( GL_TEXTURE_2D );
if( !glfwOpenWindow( g_width, g_height, 8, 8, 8, 0, 0, 0, GLFW_FULLSCREEN ))
{
glfwTerminate(); //terminating glfw window
return 0;
}
glfwSetWindowTitle("Texture");
glfwSetWindowSizeCallback(handleResize);
glfwSetKeyCallback(handleKeypress);
glfwEnable(GLFW_MOUSE_CURSOR);
glfwSwapInterval(1);
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); //clear background screen to black
//Clear information from last draw
glClear( GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glGenTextures(1,&Texture); //allocate the memory for texture
glBindTexture(GL_TEXTURE_2D,Texture); //Binding the texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glEnable(GL_TEXTURE_2D); //Enable texture
currentlyPlatedFrame = goToFirstFrameToPlay(headOfList,startFrameNum);
glBindTexture(GL_TEXTURE_2D,Texture);
while (1)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, g_width, g_height, 0, GL_RGB, GL_UNSIGNED_BYTE, currentlyPlatedFrame->data);
glPushMatrix();//move out of loop
glBegin(GL_POLYGON); //Begin quadrilateral coordinates
glNormal3f(0.0f, 0.0f, 1.0f);//normal vector
glTexCoord2f(0.0f, 0.0f); //Texture co-ordinate origin or lower left corner
glVertex3f(-1.0f,-1.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); //Texture co-ordinate lower right corner
glVertex3f(1.0f, -1.0f,0.0f);
glTexCoord2f(1.0f, 1.0f);//Texture co-ordinate top right corner
glVertex3f(1.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f);//Texture co-ordinate top left corner
glVertex3f(-1.0f, 1.0f, 0.0f);
glEnd(); //End quadrilateral coordinates
glPopMatrix();//move out of loop
glFinish();//add glfinish
glfwSwapBuffers();
numOfPlayedFrames++;
currentlyPlatedFrame = currentlyPlatedFrame->next;
}
Upvotes: 3
Views: 2722
Reputation: 21
For those visitors who came here for a solution; When using a rectangle texture, coordinates must be specified in (0,0) - (tex_width, tex_height) range, not (0,0) - (1,1).
Upvotes: 2