I've written a very simple OpenGL application. Its goal is to load a texture and draw it on a plane. If I use the function 'glTexSubImage2D' the plane is not textured and the function 'glGetError' returns the error '1281' (invalid value). However if I use the function 'glTexImage2D' my plane plane is textured correctly (and I have no error).
Here's a piece of my code :
void core::RootDevice::LoadTexture(char const *pFileName)
{
SDL_Surface *pSurface = IMG_Load(pFileName);
char *pPixels = reinterpret_cast<char*>(pSurface->pixels);
uint32_t bytePerPixel = pSurface->format->BitsPerPixel;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pboID);
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, pSurface->w, //NO ERROR : All is ok
//pSurface->h, 0, GL_RGB, GL_UNSIGNED_BYTE, pPixels);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, pSurface->w, //ERROR : 1281
pSurface->h, GL_RGB, GL_UNSIGNED_BYTE, pPixels);
std::cout << glGetError() << std::endl;
getchar();
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
And the rendering code :
void core::RootDevice::Render(void)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureId);
{
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 0.0f);
glEnd();
}
glBindTexture(GL_TEXTURE_2D, 0);
}
And the result is the followings:
Does anyone can help me?
glTexSubImage2D()
is used to replace parts or all of a texture that already has image data allocated. You have to call glTexImage2D()
on the texture at least once before you can use glTexSubImage2D()
on it. Unlike glTexSubImage2D()
, glTexImage2D()
allocates image data. You can use NULL
for the last (data
) argument to glTexImage2D()
if you only want to allocate image data, and later set the data with glTexSubImage2D()
.
Newer versions of OpenGL (4.4 and ES 3.0) have a new entry point glTexStorage2D()
that can be used as an alternative to glTexImage2D()
to allocate the image data for a texture without specifying the data. It is similar to calling glTexImage2D()
with data = NULL
, but also allows specifying ahead of time if space for mipmaps will be needed.
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