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Author Topic: Problem converting sf::Image into Opengl Texture (SOLVED)  (Read 2003 times)

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ZiklonE

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Problem converting sf::Image into Opengl Texture (SOLVED)
« on: December 28, 2011, 05:38:22 pm »
Hey there,
 
I've been stuck in the following problem for awhile, hopefully you guys can help me out :)  
 
I'm trying to load an image using sf::Image function, and then use the image values to create a texture in opengl (I pretty much copy pasted the code found on sfml 1.6 sdk opengl example).  
 
Here's what I get:  


What I should be getting, however, would be a square with several tones of gray in the background and an orange letter in the middle, as opposed to a constant gray colour with no letter.  
 
The png I've made is 64x64 32 bits.  
 
Here's the code I'm using:

outside the game loop
Code: [Select]

sf::Image Image;
if (!Image.LoadFromFile("images/tex1.png"))
cout << "fail" << endl;

GLuint Texture = 1;
{
glGenTextures(1, &Texture);
glBindTexture(GL_TEXTURE_2D, Texture);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, Image.GetWidth(), Image.GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE, Image.GetPixelsPtr());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}

// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glClearDepth(1.f);

        //(initX, initY, objW, objH, sf::Image*)
DrawableObj test = DrawableObj(10, 10, 64, 64, &Image);



Inside the loop
Code: [Select]

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

test.update(time);
test.draw(&Texture);

appWindow->Display();



draw functio of DrawableObj
Code: [Select]

void DrawableObj::draw( GLuint* tex )
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, *tex);
glColor4f(1.f, 1.f, 1.f, 1.f);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBegin(GL_QUADS);                      // Draw A Quad
glVertex3d( posX - drawW/2, posY - drawH/2, 0.0);              // Top Left
glVertex3d( posX + drawW/2, posY - drawH/2, 0.0);              // Top Right
glVertex3d( posX + drawW/2, posY + drawH/2, 0.0);              // Bottom Right
glVertex3d( posX - drawW/2, posY + drawH/2, 0.0);              // Bottom Left
glEnd();
}


I'm really at a loss of what's going on, from what I can tell, the square is having all of his pixels painted with the first pixel of the texture, but have no clue where I'm messing up : /  
 
Thanks in advance,
ZiklonE

Edit: Found out what was wrong by refreshing my memory with pure opengl tutorials. I was missing:
glTexCoord2d(u, v); before each vertex definition.

 

anything