Reputation: 33
I have a series of rectangles of different colours and I'm trying to add a texture to one of them. However when I apply the texture to the given rectangle, it just turns black. Below is the function I use to load the texture.
GLuint GLWidget:: LoadTexture(const char * pic, int width, int height){
GLuint Texture;
BYTE * data;
FILE * picfile;
picfile = fopen(pic, "rb");
if (picfile == NULL)
return 0;
data = (BYTE *)malloc(width * height * 3);
fread(data, width * height, 3, picfile);
fclose(picfile);
glGenTextures(1, &Texture);
glBindTexture(GL_TEXTURE_2D, Texture);
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_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB8, GL_UNSIGNED_BYTE, data);
return Texture;
}
In another function where the GL_QUADS are drawn, I then have...
GLuint myTex = LoadTexture("texture.bmp", 500, 500);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, myTex);
glBegin(GL_QUADS);
glTexCoord2f(1, 1); glVertex3f(42, 10, 42);
glTexCoord2f(1, 0); glVertex3f(42, 10, -42);
glTexCoord2f(0, 0); glVertex3f(-42,10,-42);
glTexCoord2f(0, 1); glVertex3f(-42,10, 42);
glEnd();
If anyone could let me know where I am going wrong that would be great, thanks!
Upvotes: 1
Views: 259
Reputation: 45342
This call
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB8, GL_UNSIGNED_BYTE, data);
is invalid. GL_RGB8
is a valid internalFormat, but it is not a valid enum for format. Use GL_RGB, GL_UNSIGNED_BYTE
as format and type if your client-side data is 3 channels with 8 but unsigned int data per channel.
Another thing is
LoadTexture("texture.bmp", 500, 500);
This suggests that you are dealing with BMP files, but your loader only deals with completely raw image data.
Upvotes: 2