I'm trying to show a texture in Qt with opengl but it just doesn't show the texture when i run.
I did some research and found out I needed to make the height and width of the texture as a power of 2. my texture is now (1024x1024).
I also added a lot of glTexParameterf's that could resolve my problem, but still no luck.
void WorldView::paintGL ()
{
this->dayOfYear = (this->dayOfYear+1);
this->hourOfDay = (this->hourOfDay+1) % 24;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// store current matrix
glMatrixMode( GL_MODELVIEW );
glPushMatrix( );
gluLookAt(camPosx ,camPosy ,camPosz,
camViewx,camViewy,camViewz,
camUpx, camUpy, camUpz );
//Draw Axes
glDisable( GL_LIGHTING );
glBegin(GL_LINES);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(10.0, 0.0, 0.0);
glColor3f(0.0, 1.0, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 10.0, 0.0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 10.0);
glEnd();
//load texture
QImage img;
if(!img.load(":/files/FloorsCheckerboardSmall.bmp"))
printf("could not open image");
//try showing texture
glEnable( GL_LIGHTING );
glEnable( GL_COLOR_MATERIAL );
glEnable(GL_TEXTURE_2D);
unsigned int m_textureID;
glGenTextures(1, &m_textureID);
glBindTexture(GL_TEXTURE_2D,m_textureID);
glTexImage2D(GL_TEXTURE_2D,0,(GLint)img.depth(),(GLsizei)img.width(),(GLsizei)img.height(),0,GL_RGB,GL_UNSIGNED_BYTE,img.bits());
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glColor3d(1.0,0.0,0.0);
glBegin(GL_POLYGON);
glTexCoord2d(0.0,5.0);
glVertex2d(0.0,3.0);
glTexCoord2d(0.0,0.0);
glVertex2d(0.0,0.0);
glTexCoord2d(5.0,0.0);
glVertex2d(3.0,0.0);
glTexCoord2d(5.0,5.0);
glVertex2d(3.0,3.0);
glEnd();
}
EDIT1: Could it be my texture is too big?
EDIT2: glBindTexture(GL_TEXTURE_2D,m_textureID); placed before glBindTexture instead of before glColor3d
SOLVED: My img.depth() returned an invalid internalFormat value. I replaced this GLint with the valid interalFormat value GL_RGBA. I also changed the format from GL_RGB to GL_RGBA (see genpfaults answer)
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,(GLsizei)img.width(),(GLsizei)img.height(),0,GL_RGBA,GL_UNSIGNED_BYTE,img.bits());
You have to call
glBindTexture(GL_TEXTURE_2D,m_textureID);
before calling glTexImage2D(...). Or OpenGL won't know where the data you send it belongs.
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