Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: SFML updateTexture error  (Read 1516 times)

0 Members and 1 Guest are viewing this topic.

MenosGrandes

  • Newbie
  • *
  • Posts: 7
    • View Profile
SFML updateTexture error
« on: November 02, 2015, 07:11:07 pm »
Im on Windows 8.1 with MinGw32 4.8.1-4 using SFML 2.1. Because all precompiled versions don't work, but it's not the point.

I have
    m_pixels = new Colour[width*height];
 
where Colour have     
 unsigned char r,g,b,a;
Now I'm trying to rewrite all pixels from m_pixels to   
 sf::Uint8 * pixels = new sf::Uint8[img_size.x*img_size.y*4];
 
using
void RenderTarget::rewritePixelForTexture(d_type::Bubyte* pixels)
{
    for (d_type::Bint i=0; i<m_size.x*m_size.y ; i++)
    {
        d_type::Bint k=i*4;
        pixels[k+3]=m_pixels[i].a;
        pixels[k+2]=m_pixels[i].r;
        pixels[k+1]=m_pixels[i].g;
        pixels[k]  =m_pixels[i].b;

    }

}

Whole main.cpp :
sf::RenderWindow window(sf::VideoMode(img_size.x, img_size.y), "RENDERER!");

    sf::Texture texture;
    if (!texture.create(img_size.x, img_size.y))
    {
        std::cout<<"ERROR WITH TEXTURE\n";
    }

    sf::Sprite sprite(texture);

    sf::Uint8 * pixels = new sf::Uint8[img_size.x*img_size.y*4];
    sf::Clock FPSClock;
    std::stringstream ss;
    while (window.isOpen())
    {
        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                window.close();
        }


        file->rewritePixelForTexture(pixels);
        texture.update(pixels);

        window.clear();
        window.draw(sprite);

        window.display();

        ss<<getFPS(FPSClock.restart());

       window.setTitle(ss.str());
       ss.str("");


    }
And now to the core. This program supose to be softwere renderer, so NOT USING OPENGL\DIRECTX to render objects. I'm using the SFML only for window. And I have class to draw to file, simple TGA


void RenderTarget::drawToFile(std::string m_filename)
{
    //Error checking
    if (m_size.x <= 0 || m_size.y <= 0)
    {
        std::cout << "Image size is not set properly\n";
        return;
    }

    std::ofstream o(m_filename.c_str(), std::ios::out | std::ios::binary);

    //Write the header
    o.put(0);
    o.put(0);
    o.put(2);                         /* uncompressed RGB */
    o.put(0);
    o.put(0);
    o.put(0);
    o.put(0);
    o.put(0);
    o.put(0);
    o.put(0);           /* X origin */
    o.put(0);
    o.put(0);           /* y origin */
    o.put((m_size.x  & 0x00FF));
    o.put((m_size.x & 0xFF00) / 256);
    o.put((m_size.y  & 0x00FF));
    o.put((m_size.y  & 0xFF00) / 256);
    o.put(32);                        /* 24 bit bitmap */
    o.put(0);

    //Write the pixel data
    for (d_type::Bint i=0; i<getSizePixels() ; i++)
    {
        o.put(m_pixels[i].b);
        o.put(m_pixels[i].g);
        o.put(m_pixels[i].r);
        o.put(m_pixels[i].a);
    }

    //close the file
    o.close();
}
And this is the resault. The triangle is in position:
Vector3Bf(0,0,0),Vector3Bf(0.5f,0.5f,0),Vector3Bf(0.5f,0,0)
But the file and the Texture/Sprite are different.

And my question is simple.. WHY?....
https://imgur.com/a/lb8L5

Laurent

  • Administrator
  • Hero Member
  • *****
  • Posts: 32498
    • View Profile
    • SFML's website
    • Email
Re: SFML updateTexture error
« Reply #1 on: November 02, 2015, 07:59:35 pm »
Obviously, the triangle is upside-down and R/B color channels are swapped. So either change something in the file header, or swap pixels lines and R/B components when you write them.
Laurent Gomila - SFML developer

MenosGrandes

  • Newbie
  • *
  • Posts: 7
    • View Profile
Re: SFML updateTexture error
« Reply #2 on: November 02, 2015, 08:07:56 pm »
Dispise the colors, why the triangle is upside down?

Laurent

  • Administrator
  • Hero Member
  • *****
  • Posts: 32498
    • View Profile
    • SFML's website
    • Email
Re: SFML updateTexture error
« Reply #3 on: November 02, 2015, 08:38:26 pm »
I don't know, it's your job to find out this kind of stuff ;) It's either your own code that inverts rows, or the TGA format that doesn't use the same convention than SFML. Check by yourself.
Laurent Gomila - SFML developer

MenosGrandes

  • Newbie
  • *
  • Posts: 7
    • View Profile
Re: SFML updateTexture error
« Reply #4 on: November 02, 2015, 08:42:07 pm »
Point (0,0,0) is in the center of the view space. The Triangle in TGA is correctly drawn, but when I'm rewriting the data to the SFML the texture flip out..


 

anything