user2399531
user2399531

Reputation: 11

OpenGL Texture loading, but not applied (?)

I've got a little problem with texturing.

I load the mesh via assimp, which works perfectly fine, the model looks the way it should.. but it's black..

So, at first I load the shader and then start to load the mesh, including vertices, faces and uv's for now. To keep it at a minimum, I will only show the texture relevant code.

    texID = glGetUniformLocation(shaderProgram, "myTextureSampler");
    loadScene(modelPath);

loadScene would now import the whole modelscene we get through the modelpath.

So, first part where I don't think it is the problem, but it could be, maybe I missed something, while debugging everything seemed fine. I go for the texture using the FreeImage library.

bool loadGLTextures(const aiScene* scene)
{

    /* unload image first */
    if (pImage) 
    {
        FreeImage_Unload(pImage);
        pImage = 0;
    }

    if (scene->HasTextures()) 
    {
        std::cerr << "Support for meshes with embedded textures is not (yet)
            implemented" << std::endl;
        return false;
    }

    /* getTexture Filenames and Numb of Textures */
    for (unsigned int m=0; m < scene->mNumMaterials; m++)
    {
        int texIndex = 0;
        aiReturn texFound = AI_SUCCESS;

        aiString path;  // filename

        while (texFound == AI_SUCCESS)
        {
            texFound = scene->mMaterials[m]->GetTexture(aiTextureType_DIFFUSE,
                texIndex, &path);
        textureIdMap[path.data] = NULL;
        //fill map with textures, pointers still NULL yet
        texIndex++;
        }
    }

    int numTextures = textureIdMap.size();

    /* create and fill array with GL texture ids */
    textureIds = new GLuint[numTextures];
    glGenTextures(numTextures, textureIds); /* Texture name generation */

    /* get iterator */
    std::map<std::string, GLuint*>::iterator itr = textureIdMap.begin();

    for (int i=0; i < numTextures; i++)
    {
        std::string filename = (*itr).first;  // get filename
        (*itr).second = &textureIds[i]; // save texture id for filename in map
        itr++; // next texture

        std::string fileloc = basepath + filename;  /* Loading of image */

        // Check the file signature and deduce its format.  
        FREE_IMAGE_FORMAT fif = FreeImage_GetFileType(fileloc.c_str(), 0);  

        // If still unknown, try to guess the file format from the file extension.  
        if(fif == FIF_UNKNOWN)  
        {  
            fif = FreeImage_GetFIFFromFilename(fileloc.c_str());  
        }  

        // If still unkown, return failure.  
        if(fif == FIF_UNKNOWN)  
        {  
            return false;  
        }  

        // Check that the plugin has reading capabilities and load the file.  
        if(FreeImage_FIFSupportsReading(fif))  
        {  
            pImage = FreeImage_Load(fif, fileloc.c_str());  
        } 

        if (pImage != 0) /* If no error occured: */
        {
            glBindTexture(GL_TEXTURE_2D, textureIds[i]);

            unsigned int width = pImage ? FreeImage_GetWidth(pImage) : 0;
            unsigned int height = pImage ? FreeImage_GetHeight(pImage) : 0;
            const BYTE *bits = pImage ? FreeImage_GetBits(pImage) : 0;

            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_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                GL_LINEAR_MIPMAP_LINEAR); 
            // Initialise texture with image data.  
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, 
                GL_UNSIGNED_BYTE, bits);
            }
            else
            {
                /* Error occured */
                std::cerr << "Couldn't load image: " + fileloc << std::endl;
            }
        }

    //return success;
    return true;
}

After we got the texture, i go for the mesh(es) but the only part that would be relevant, would be the uv part and the binding, so lets skip to the material loading - as there is no light yet, I kept it at a minimum.

void initMaterial(const aiMaterial* mtl)
{

    int texIndex = 0;
    aiString texPath; //contains filename of texture

    if(AI_SUCCESS == mtl->GetTexture(aiTextureType_DIFFUSE, texIndex, &texPath))
    {
        //bind texture
        GLuint texId = *textureIdMap[texPath.data];
        glBindTexture(GL_TEXTURE_2D, texId);
        glActiveTexture(GL_TEXTURE0);
    }
}

So, the following part would also go for vertices and normals, but they don't really matter for me at the moment, the vertices work, while the texture doesn't...

glUseProgram(shaderProgram);

glUniform1i(texID, 0);

glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, tbo);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);

glDisableVertexAttribArray(1);

And for completion, the shaders, they are kept basic for now, just to test texturing.

vertexshader

layout(location = 1) in vec2 vertexUV;

// Output data ; will be interpolated for each fragment.
out vec2 UV;

void main(){

....

    // UV of the vertex. No special space for this one.
    UV = vertexUV;
}

fragmentshader

// Interpolated values from the vertex shaders
in vec2 UV;

// Ouput data
out vec3 color;

// Values that stay constant for the whole mesh.
uniform sampler2D myTextureSampler;

void main(){

    // Output color = color of the texture at the specified UV
    color = texture2D( myTextureSampler, UV ).rgb;
}

So, that's about it. As I said, I get no error, everything loads fine and is displayed but instead of a texture I only get blackness.

Upvotes: 1

Views: 403

Answers (1)

derhass
derhass

Reputation: 45342

You specify the GL_LINEAR_MIPMAP_LINEAR minifiaction filter, but your texture is not mipmap complete, since you only specify level 0 (I assume your image is bigger than 1x1 here). There are several options:

  1. Use another filter like GL_LINEAR. This is especially useful as a quick test to see if it starts working then.
  2. Supply the whole set of mipmap leves. Each level has 1/2 of the width and 1/2 of the height of the previous one, until 1x1 is reached.
  3. Let the GL generate the mipmap levels via glGenerateMipmap().

Upvotes: 5

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